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DanAndersen

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DanAndersen
·il y a 8 ans·discuss
The combination of your comment and the parent article reminded me of when I was first getting involved in VR/AR research in grad school, and realized that I had inadvertently started perceiving the quality of rendering in VR as a "good enough" approximation of the real world. Simple geometry, lighting, ambient occlusion, bump/displacement maps, etc. I realized I had to get myself out of the lab and into reality again to really observe all the minute details that we just can't capture at this point in VR (even ignoring all the senses besides sight). It's easy to fall into the tempting trap of letting your mental models and abstractions become how you perceive things.
DanAndersen
·il y a 12 ans·discuss
Thank you so much for writing this! As someone working to transition from webdev and enterprisey CRUD app development to something that, if not gamedev itself, deals more with simulation and modeling worlds, it's been difficult to deal with the true change in mindset that's needed. Over the past few weeks I've had "read a chapter of Game Programming Patterns" as a recurring to-do item, and it's opened my eyes greatly.