I wanted to make the next Pixar, went far with the idea. Built a lot of working prototypes for the software we'd use all by myself. I built something I was pleased with and sought for a seed round and everything. I certainly don't know everything but I know way more than my fair share in graphics programming.
That's stellar experience and even with that I can't find any relevant graphics opportunities. I keep knocking on Pixar's door and they never have any open roles for the things we're looking for, and they never bite when they're open.
I work at Adobe now. Even here I'm not touching graphics :)
I'd love to hear someone else's take, because all I can conclude is that it's a saturated industry, it's a primarily academic industry (I don't have a degree), or I'm outside the industry network.
Checkout these repos:
- Qake (qake.se)
- saving nemo
At least for some inspiration perhaps :)
One minor thing I noticed, is that capturing the mouse doesn't seem to be working on FF 66.0.3 on Linux (Manjaro). Not sure if that's because I have a dual screen setup. I guess on a single-screen setup I wouldn't notice if I had the browser in full screen.
Edit: There is a "lock mouse" button and I am an idiot. Thank you for reading, I will leave this here for posterity.
The links might not work for the games anymore, but here are some of them to try out:
All are created with ThreeJS and the source code is on Github.
I didn't tried threejs though. So sorry for being bit of topic.
I think the main thing that helps is some kind of previous knowledge about OpenGL
There's some discussion in there, but the way I read the conclusion was they were going to be bundle the typings going forward.
Welcome to the future..
DirectX 9 and XNA were quite nice to work in, because they had model-loading code baked right in, albeit you had to use .x or .xnbs. Later versions took out that D3DX support, and you have to integrate something third-party like Assimp.
Thanks for the tutorial.