Recurrent internet discussions show a divide between programmers working in different industries. Topics like code clarity, performance, debuggability

Life and Death of a Graphics Programmer

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2024-05-16 16:00:10

Recurrent internet discussions show a divide between programmers working in different industries. Topics like code clarity, performance, debuggability, architecture or maintainability are a source of friction. We are, paraphrasing the quote, industries divided by a common language. I am curious about other programmers’ experiences, and I wanted to present a general view of mine as a graphics programmer in games, in the form of anecdotes and examples. It’s not meant to be a rant or exhaustive, rather a description of common problems, pitfalls and personal experience sprinkled in. The target audience is either videogame developers who want to nod throughout or developers writing very different software who are curious about what we do. It focuses on C++ and shader languages because that’s mostly what we use.

Videogames cram very demanding processing into modest mainstream hardware (consoles, mobile), attempting to run fast and consistently; a combination of I/O, network, audio, physics, pathfinding, low latency input, gameplay, and displaying images on screen in a handful of milliseconds. Similarly, systems like embedded hardware applications (cars, space, low latency trading) are also very constrained but operate in a very specialized domain. On another part of the software spectrum we find UI-centric programs such as word processors, browsers or management software, that are more event-driven and tolerant to a bit more latency.

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