Disney has released full data set of Motunui island from Moana movie: https://www.disneyanimation.com/technology/datasets
Matt Pharr has an excellent blog series on making pbrt better at rendering it. http://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all.html
Some thoughts on how can one start learning graphics programming https://interplayoflight.wordpress.com/2018/07/08/how-to-start-learn-graphics-programming/
If Vulkan validation layers start reporting odd warnings in your code on some GPUs (in my case: Intel), be sure to check if you have the LATEST driver. Free tip but might save you a couple of evenings chasing phantom bugs!
New blog post: "Biome Painter: Populating Massive Worlds": https://www.gamasutra.com/blogs/KrzysztofNarkowicz/20171116/309724/Biome_Painter_Populating_Massive_Worlds.php
And that's not all! If you start reading commit messages from the beginning, you'll learn by how much each change improved compression ratio/speed on various test sets. Pure gold and excellent way to understand how things work in software! https://mastodon.gamedev.place/media/2nkNiGKyY27WCSYu1aU
Not only is the Unity-updated crunch compressor faster, the commit messages are an excellent learning material and a way to see the author's thought process. Definitely worth sifting through! https://github.com/Unity-Technologies/crunch/commits/unity
I've been working with games for almost 10 years now and having experienced coding gameplay, AI and porting to obscure devices, I am now focusing mostly on tech development: engines, tools, workflows and other things to make your life easier. I'm also doing some VR research and fiddling around with graphics, so boredom is unknown to me. Also: I like challenges and meeting other devs!