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Here's a short video showing atmospheric shadowing in the C4 Engine. It marches along rays and samples the cascaded shadow map to determine how much light is inscattered toward the camera. The results are combined with the scene in post. See FGED2, Section 10.6 for details.
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Hi Eric,With the rapid development of AI technology, I'd like to hear from you about some of the changing trends in approach to 3D world building in future games, and look forward to your reply.

Thanks for contacting me, but I'm not really an expert on that particular topic.

Hi sir. I’m currently reading FGED1. Just curious, were FGED3 and 4 discontinued?

No, they were not. FGED3 is currently in progress and should be released in 2025.

Neat! What kind of fog distribution does it use? I've been experimenting with volumetric fog importance sampling for water, sky, clouds etc, and it can really improve the results while lowering sample count. Real atmosphere distributions are very challenging though.

What you see here is just using a constant fog density, though it would be very easy to combine that with a volumetric texture map. There are some mist particles in there, but they don't participate in the effect that I'm demonstrating.

Great visuals, impressive!

Very cool! I'm doing the same in my game engine. Quick question: I render volumetric effects at a lower resolution, and compositing them on the rasterized scene creates jaggies around object edges. Did you encounter this? How did you solve it?

The grass also looks quite interesting, is there anything in particular going on there? (Looks like individual strands of geo instead of cutout textures)

The grass is indeed made up of individual strands with LOD. In large outdoor areas, the grass and other things like bushes and rocks fade out beyond a certain distance.


