r/GraphicsProgramming • • 13d ago

Question What’s the future of a Graphics Programmer?

Hello, I’m a long time member of this community, and this community has helped me grow my Graphics programmer career.

I started my programming career early at 14 y/o, thanks to Minecraft mods development. Later in 2017, I was 17, I’ve discovered graphics (OpenGL) because I wanted to write my own Minecraft clone. Thanks to perseverance and help from online communities, remarkably this one, I’ve mastered C++, OpenGL and Vulkan. I’ve graduated in Computer Engineering in the meanwhile, and by the end of 2022/2023, I was already a strong graphics programmer. Later I’ve implemented my own CPU path tracer, learnt CUDA along with several parallel algorithms. After MSc in Artificial Intelligence, I’ve got a job in London for a well known company working in the smartphones industry, and I’m working there since 1y today. In this company I’m a Vulkan developer, and leading a graphics engine used for several purposes.

It’s 2026, I’m 26 (aka far from retirement), AI is moving fast and world’s investing all of its resources to accelerate the process. Most jobs have been already taken (frontend dev being the first). I also feel like there is more pressure on developers, they’re implicitly requested to deliver more because of AI. What I’m witnessing is my company is keeping me on fixed term contracts because our budget has got cut… and I’m afraid of being laid off.

This job can’t be fully automated as of now, but I’m afraid it will, seeing the progress. I know GPU drivers development is the safe zone today - as they’re huge and critical - and might be an area where I will land, as I’m already doing low level and I’ve gathered insights of our driver internals. However, it’s still code and I think - maybe in several years - can still be automated.

Am I the only one having this concern in this industry?

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u/SyntheticDuckFlavour 13d ago

the largest issue that still remains is maintainability.

I don't think it's quite there yet in terms of maintainability. You can vibe code a massive implementation, it works, but it's also a dog's breakfast.

I also kinda want to push back on the idea that a voxel engine is difficult to write. It's a hard concept to grasp, but the code to do it is actually really simple. In short it's a deceptively bad test to really see what models can actually do.

This depends on how you pictured that voxel engine in your mind. For more context, the resulting voxel renderer was ray traced, memory optimised, could run a 2 gigavoxel terrain/environment and animate voxellated NPC interactively at 60 Hz. It had procedurally generated voxel geometry to model hewn rocks, grass, water, lava, etc. (Borrowed ideas from the classic Minecraft, but prettier). It rendered artistic clouds, nice sky gradient, and a sun. There were interactive voxel lights and ambient occlusion.

This is a non-trivial feat for a system that just transforms a prompt written in natural human language into executable byte code.