Does anyone recommend any good books on renderer architecture? One of the hardest things I face when writing renderers is making it not look like a big procedure. I have shadows, SSAO, PBR and I have tons of shaders and my renderer loop is huge. I'm hardcoding all the inputs and outputs. I never needed a scene graph or ECS because I'm working on simple and small games, but I wonder how one would organize the renderer in larger projects? Or even making the renderer more abstract so I can stop copying/pasting and tweaking stuff for every new game I make.
Books on renderer architecture?
Although not a book, I would suggest taking a look at The Cherno's videos , especially the OpenGL and Game Engine series. He talks about (and implements) abstractions etc for the kind of things you're looking for. Besides, he seems to be working for EA, which in my opinion adds a bit of validity and quality to his stuff.
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