2020 planning and adjustment to self-development engine and osg / osgearth source-based analysis

As the company into webgl, I asked to adjust to osg / osgearth tool, because it is the c ++ aspects, especially under osg / osgearth source code in depth, before the video tutorials have seen the light, that white is simple secondary application, and no go deep, so take this opportunity to read more than osg / osgearth source, according to the working and learning arrangements half and half, half the time just put out osg / osgEarth

In the meantime, home ue4 company to find me, I refused out because ue4 can use self-study, or to read further down the basis for a lot of the other engines. If you only use ue4 out of, and I was out osg / osgearth secondary development lacks distinction, finally it was beyond young people. We can not deceive ourselves. Of course, you can learn to play yourself slowly, geometric algorithm cgal can slowly learn.

In addition, from the salary, that company opened a 25K + wrap + minimum five insurance payments, specifically the math, and full 16k of state-owned enterprises, free food, as well as a variety of benefits, even flat. Also ended in failure frequent job-hopping stain. If in the first year and a half, its second half, which basically is the frequent job-hopping. Moreover, a big jump from company level small companies,

 

Here have to say, frequent job-hopping is easy to level pay, because the level has not changed, change jobs three to five years is more appropriate. For me, Gou to self-development engine out again considering a career change, has not previously considered. Also, do not take into account the small company.

 

However, the only tool, is really nothing promising. Which I consulted a friend of the industry, since it can not produce results on the tool, or to give priority to self-development engine. This year we must to read osg / osgearth the main source.

 

shader currently do not have access at work advanced features, this is a frustrating thing, but not broken, a broken pick up the bad. It could be a day can be. You do not need the full pressure go up. HLSL, GLSL, PBRT cross were on the line.

 

The game engine architecture to see when the first edition of muddle, now buy the second edition, there was this engine principle Chengdong Zhe, to a textbook lot to learn. Then this idea of ​​the main line, low version under various open source engine,

 

GIS engine as a key to integration. Gis see more video tutorials, several times the current integration of GIS engine. On this basis, self-study engine. Combined with the game engine architecture principles, and a variety of open source engine.

 

windows core programming see Chapter VIII, breaking the previous chapter no longer stand only to see, in fact, nothing more than just an operating system. Operating system combined with video tutorials B station to see on the line. Non-computer professional to pit here. After a time out to go in the linux source, or buy this self operating system, and play.

 

Geometric algorithms also look at this, this is blind, use and source theory + CGAL

 

UE4 to use source code analysis, this is listed separately. Because the future sooner or later turn ue4, but not now.

 

Japan plans or write on the blog, posted on the wall a pile, one is in trouble, and second, no one is watching, the third is lazy, so efficiency is not high.

 

Summarized below:

1, gis integration engine, this engine is a self-study basis, regardless of what other new features are added, various open source engine, joined them

2, osg / osgearth tool, take the opportunity to carry out Osg / OSGEARTH source of learning

3, engine theory and a variety of other open source engine, this is the guide direction

4, windows core programming (operating system theory, assembly) -> linux source code -> operating system from the research study, this is a multi-thread basis

5, shader, (GLSL + dx + pbrt take turns) Although the work do not have access advanced features, but work is work, learning is learning. Graphics developing so fast, we must continue to follow up.

6, geography, 3d Earth Engine Design -> focus on 3d terrain-> dx9 terrain

7, computational geometry -> CGAL, this blind spot sooner or later were not as good as now.

8, ue4 c ++, this may have to explain the engine principle corresponds need to look at, then again, sooner or later were not as good as now.

That 2+ other, each half in half the time.

 

2020 plan adjusted as follows:

1, the tool 1 source function + dx10 Dragon Book (HLSL succinctly, GLSL video tutorials, pbrt) Section
2, the tool 1 source function + 3d Earth Engine Design Festival 1 (repeated)
3, the tool function Source 1 + GIS video tutorials 1 (repeated)

4, tool 1 source function code is 200 rows + gis integration (repeats)

5, tool function Source 1 + windows core programming section 1 (repeated)

6, the tool 1 source function of a video tutorial + operating system -> downloading a video tutorial -> Network Video tutorial

7, the tool 1 source function of a video tutorial + Assembly language (and corresponding content) -> Data Structures and Algorithms a video tutorial -> other computer professional video tutorial (solid foundation)

8, tool source game engine architecture + 1 function a (a wildfire engine function -> ogre a function) -> engine principle Infrastructure -> 3d engine design (wildmagic)

9, tool 1 source function + UE4 c ++ Video Tutorial 1 -> looking around ue4 c ++ video tutorial, and a preliminary analysis code

10, the tool 1 source function of a longest + OSG -> OSGEARTH source analysis (OSG video tutorial -> osgearth a video tutorial) -> read Osg / osgearth source

11, the tool 1 source function of a video tutorial + Computational Geometry (CGAL)

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Origin blog.csdn.net/directx3d_beginner/article/details/104890897