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3D Libraries for a Budding Game Programmer?

Orome asks: "From the point of view of someone who wants to learn 3D Graphics programming, specifically for games, it is currently daunting to see the number of options available. Should I first learn OpenGL to understand the rudiments of 3D graphics programming, or should I try and understand the Direct3D API (which has more to offer but is less easier to understand)? With the DX9.0 SDK available, would it be advisable to jump to the next level and learn how to use the high level shading language? Since shading languages are supposed to be THE next thing in 3D programming would Cg be a better tool to learn since it is cross platform." OpenGL and DirectX are always options, but might there be something a little less daunting for those just starting out?

2 of 59 comments (clear)

  1. Build a rasterizer in software first by xagon7 · · Score: 5, Insightful

    And I recommend doing it with the SDL lib. I would bet this would give you MUCH more of an understanding to all of the vector math needed to write you own engine.

    After that you could easily port your software engine to hardware using OpenGL.

    All while being cross platform.

  2. Re:Java 3D by Anonymous Coward · · Score: 2, Insightful

    Avoid DirectX unless you like windows

    Or your customers run Windows.