Hi! technical question, do you happen to know how these “volumetric fogs” are implemented?
Is it some sort of raymarching? SDFs ? Or mahbe rendered mesh in a secondary pass that extraxts the depth from the surface of the volumetric fog from the surface of the objects to compute the color of the fog on that pixel?
Any hint ?
Happy new year 2023 to all!! :D
Hi guys ? Do you use unit/integration testing for writing 3D engines ?
Here at IMVU we have a multi-platform 3D engine with these stats:
~140.000 lines of C++ code.
~4.000 unit/integration tests.
~50 javascript tests (binding layer).
~70 visual tests.
~100 performance tests.
In my experience this has proven to be fantastic for reducing regressions and speeding up new features development.