but is any of this info really low level? how about C/C++ stuff and learning about the "dark side" of the gfx?

Every single resource I mentioned here ( http://ask.fm/sehurlburt/answers/141781964751 ) is indeed C/C++ and the dark side of low-level graphics! Seriously. It's not as scary as it seems.
I'm the sort of learner that likes to focus on one thing at a time and see things work as I go. So for me, I learned best with working engines I could slowly rip apart. If you're okay with not seeing a triangle for a while, you could start by looking at resources like the Vulkan samples and build up a graphics engine yourself from scratch. But either way, it's all C/C++ and low-level graphics. :)
If you're wondering about low-level theory and other ideas on getting, there's a bunch of good resources in response to this post ( https://twitter.com/sehurlburt/status/791943653056929792 ). One of my favorites is this blog, A Trip Through the Graphics Pipeline: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/ . If you want to get real low level, you can start looking at hardware architecture to better understand the pros/cons of various optimization choices. I love Matt's resources on low-level coding and hardware architecture here: https://github.com/MattPD/cpplinks . The section on GPU architecture is especially good!
That's a lot of links and hopefully not too overwhelming. If you have any other questions ask any time.

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