RaZ
RaZ copied to clipboard
Modern & multiplatform 3D game engine in C++17
Just a suggestion. Reference: https://github.com/KhronosGroup/glTF
## Point containment: - [x] Line - [ ] Plane _(untested)_ - [x] Sphere - [ ] Triangle _(untested)_ - [ ] Quad - [x] AABB - [ ] OBB...
- [ ] Line - [ ] Plane _(RayHit test needed)_ - [x] Sphere - [x] Triangle - [ ] Quad - [x] AABB - [ ] OBB
- [x] Overlay windows - [x] List boxes - [x] Dropdown lists - [ ] Radio buttons - [x] Colored text - [ ] Menu - [ ] Color edit/picker
After having tried many different things, launching unit tests which require graphics capabilities (using GLFW in this case) always fail. It is yet unknown if this is due to: -...
Many resources are available, which need to be tested further: - Scratchapixel's explanation: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky - Frostbite's papier on physically-based sky, atmosphere & clouds: https://sebh.github.io/publications/egsr2020.pdf - Related presentation: https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering - GPU...
It [has been pointed out](https://github.com/KhronosGroup/glTF/issues/1853) that Cook-Torrance's most common explanations don't include the fact that the Fresnel component is actually symmetric. See: - [Earl Hammon's GDC talk](https://twvideo01.ubm-us.net/o1/vault/gdc2017/Presentations/Hammon_Earl_PBR_Diffuse_Lighting.pdf), particularly from slide...
Something like this is supposedly a good solution: https://stackoverflow.com/a/35755737/3292304
Instead of the common Fresnel calculation, [Brian Karis suggests using](https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf) a [spherical gaussian approximation](https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/), which he deems more efficient with unnoticeable differences. As such, the current Fresnel calculation: ![Standard formula](https://render.githubusercontent.com/render/math?math=\large%20F(v,h)=F_{0}%2B(1-F_{0})(1-(v%20\cdot%20h))^{5})...
I'm trying to use RaZ in a simulator project. I need the ability to transform Meshes imported from a Gltf file in Runtime. For example: We have a model of...