And I was just thinking about the same thing this morning, using SVG to model the basic components. And lo and behold somebody has done a magnitude more amazing job then what I was imagining!
I have just embarked on this journey myself, recently. It is motivating to see others' work. Especially when they're not quite the same as what I'm doing.
The author's Learn 3D Graphics Programming is one of those extremely rare courses that takes you from the basics and peels back the curtain to show you the Wizard.
One of the best courses I've ever taken. (Thanks Gustavo!)
By the way Gustavo, with your talent for explanation, graphics and Maths, maybe you should do some courses on Machine Learning!
(You'll make a lot of money ;-)
If you're taking requests, I'd love a good linear-algebra refresher course. I recently ran into the term "eigenvector" in a professional setting and that's a word I hadn't heard since my freshman year of college, which is over 2 decades at this point.
Since you mentioned math: If you can unravel the 4D being that is a quaternion and explain it to mortals, I would shower you with all the money I have on hand.
Also, it's probably premature but I would love some Rust courses in the context of game programming. I think that's something I'll need to pick up one day.
More C stuff, I really enjoy learning these fundamentals using C. I did your game physics course in C and really enjoyed it. I'll be taking this course to learn more about 3D graphics and C together.
I'd love to see a real-time multi-threaded & SIMD raytracer in C/C++/Rust. Plenty of math in there, but an opportunity to discuss thread & data parallelism, PBR, data structures for large scenes, profiling and optimization, and so on. It's like the next step after your existing 3D programming course.
I agree. As a low-level dev myself I really enjoy his courses. I did originally have issues with his game engine course where he was implementing the software in a rather inefficient fashion, but he rewrote most (if not all?) of the course from scratch and it's much better now. This is an instant buy from me
Today I struggled with making a basic flowchart. (There was no shortage on a plethora of tools).
I wish I had a pen to draw it as easily as in this video from ... 1965!!!
Today I stared in horror at pages and pages of kubernetes documentation on composing controllers.
Did we go offtrack somewhere? Did we get stuck in some local minima somewhere?
I think most of what we've built is made of too many parts. I think it's partly because we no longer make the same thing a thousand times, refining it as we go. We don't reduce software to its essence like we did with common tools like a hammer or a dish sponge. We take software parts off the shelf and use them wholesale for 10% or 1% of their total capability. Trimming the unused remainder and integrating it all to suit the problem better would require we stop and learn what those dependencies are made of and how they work. In our rush to ship, we rely on abstraction for speed, but abstraction has a cost too, and it has been compounding for decades.
Douglas Downing's Trigonometry Made Easy is also a really great book for non-maths people. Same approach of situating Trigonometry in a mythical fantasy land. I remember Trigonometry as a chore of trying to memorize double-angle formulas and such, but this book really helped connect trig in an intuitive way.
I didn't know he had a calculus book, I'll have to check it out now.
> Douglas Downing's Trigonometry Made Easy is also a really great book for non-maths people.
> but this book really helped connect trig in an intuitive way.
To me, understanding math in an intuitive way is actually how "maths people" think about math. The numbers and formulas are just a means to an end to get there.
I would first have to know what I was doing. Which I do not.
I might be able to make the flowchart if I understood knots; I might be able to understand knots if I had a flowchart. If we had ham, we could make ham and eggs, if we had eggs.
I have read many a monad tutorials. I'm reading through your new book right now and the chapter on IO is one of the best onramps I've read on building up intution for Monads!
Writing a book is hard work. Thank you for all the hardwork you put in writing this book, it's great! (I haven't gotten to the Monad Transformers yet in the book, I hope your book can finally help me get over the hump in understanding them :-)
Thanks! I spent a lot of time trying to get the introduction just right in a way that was practical and accessible, I’m really happy to see it’s been landing very well with people.
I'll upvote this as well, but from a different angle.
I never listen to audio books, I don't think I've ever listened to an audio book - except this one time.
Last year I was doing a 14-hour drive from Seattle to the Bay Area and somehow ended up downloading this book to my phone. Well this book sent me through a time-warp, the hours rolled by while I was completely absorbed in the book and didn't feel the drudgy long drive at all. But kudos also to Wil Wheaton, he does an excellent job of narrating this book.
Which textbook did you get?