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Modern & multiplatform 3D game engine in C++17

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Just a suggestion. Reference: https://github.com/KhronosGroup/glTF

## Point containment: - [x] Line - [ ] Plane _(untested)_ - [x] Sphere - [ ] Triangle _(untested)_ - [ ] Quad - [x] AABB - [ ] OBB...

Enhancement
Physics

- [ ] Line - [ ] Plane _(RayHit test needed)_ - [x] Sphere - [x] Triangle - [ ] Quad - [x] AABB - [ ] OBB

Enhancement
Physics

- [x] Overlay windows - [x] List boxes - [x] Dropdown lists - [ ] Radio buttons - [x] Colored text - [ ] Menu - [ ] Color edit/picker

Enhancement
Rendering

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: -...

Help wanted
Idea
macOS

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...

Enhancement
Rendering

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...

Enhancement
Rendering

Something like this is supposedly a good solution: https://stackoverflow.com/a/35755737/3292304

Enhancement
Help wanted
Utility

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})...

Enhancement
Rendering

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...

Enhancement
Idea
Data