Conversation

3/n) Have a prototyping engine. Pick an API (preferably Vulkan as I believe the spec is clearer for beginners than the D3D12 doc). Don't bother wrapping anything, don't make it pretty, just make it work. This is where the majority of your experiments will happen.
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5/n) Have a "production engine" which you'd release to the wild if you so chose. Use, to the best of your ability, good abstractions to abstract out platform and API differences. Attempt to chase throughput with multithreading and graph-based abstractions.
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9/n) Learn about compression and aliasing. Write a BCn codec. Read about how video codecs work (the techniques are transferable). Research and/or experiment with the various AA techniques out there (MSAA, MLAA, FXAA, TXAA, etc)
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12/n) Ask tons of questions. Graphics is really broad, and no matter how much I learn about any given topic, there's always someone that knows more than I do. Experts are usually really gracious about helping out and giving advice.
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13/n) When you're in the industry, try to shadow an artist work from time to time (lighting, texture, modeler, vfx, technical, etc). Seeing their workflow helps you understand how the content pipeline pieces together. You also get ideas on how to improve things.
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15/n) Be quick to admit when you don't know something (especially to yourself!) or you'll cheat yourself of a learning opportunity. Embrace the fact that you get to work in a field that has so much to explore and learn and do.
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17/n) Don't get caught up in debates on A technique vs B technique (e.g. forward vs deferred, forward+ vs tiled deferred, etc). Learn what the techniques are and what the tradeoffs are. Implementation complexity also counts as a tradeoff.
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