I am wondering how to create large-scale scenes like the one on the slide. For example, how do we simulate the effect of clouds and fogs?
unreal's a game engine- are we going to talk about efficiency/lag/framerate? or do we focusing not on optimization but only on the render itself?
hope I can learn more about how these are rendered in game engine.
is the object like fog and cloud described as mesh, a set of vertices, like the cube in the class?
I am wondering how to create large-scale scenes like the one on the slide. For example, how do we simulate the effect of clouds and fogs?
unreal's a game engine- are we going to talk about efficiency/lag/framerate? or do we focusing not on optimization but only on the render itself?
hope I can learn more about how these are rendered in game engine.
is the object like fog and cloud described as mesh, a set of vertices, like the cube in the class?