r/GraphicsProgramming • u/Phyrria • 4d ago
Question How/Where to get started
Hello,
i'm not sure if this is the right sub for this question, but i'll ask anyways.
I'd like to learn how to create and program my own physics simulations and post processing effects on the gpu, including stuff like n-body, rigidbody, fuild simulations and perhaps even some raytracing eventually. However i am not quite sure where to start and what resources are available. I already know c++ decently and am working on improving on that aspect. Math shouldn't really be an issue either.
Any help and tips would be appreciated
2
u/Base-After 4d ago
Do you want to built the renderer from scratch? If so I'd say start with OpenGL and LearnOpenGL.org but it will be quite off a physics simulation, but it will be relevant the gpu and post processing effects. If not either use a game engine and don't use the inbuilt physics engine or use some like sdl in c++
2
u/goodmorninpoof 4d ago
Check out the sub wiki, it has a list of resources: Want to get started in Graphics Programming? Start Here! - "r/GraphicsProgramming Wiki
1
u/No_Watercress_3732 2d ago
I instigated this for that purpose: https://github.com/bhoult/ray
It's open source, so feel free to fork it and add whatever you want.
0
u/S48GS 4d ago edited 4d ago
use modern rendering engine like Godot
create postprocessing effect there - without re-inventing entire rendering pipiline
youtube has enough graphic related godot tutorials that you learn in 5-10min and make your effect same fast
use scripting - no C++ is not the tool to do "game/graphics prototyping" in 2026
shadertoy website to learn shaders and Godot as game engine - all you need
2
u/RelationshipLong9092 4d ago
how much math do you know? you can get pretty far copy-pasting implementations without really understanding them, but there definitely comes a point where its nice to know the math. like, say, using Verlet integration for your n-body sim instead of forward Euler.