As SimulationStarterKit is C++ / CMake based I use CTest as the unit testing framework that’s especially helpful when you’re trying to cover a few platforms (i.e. Linux, macOS and Windows). Every time I implement a feature in the engine I try to create a corresponding test first to help determine what constitutes correct operation and also sometimes as a programming aid to help discover what a usable API might look like for a new feature. The video below demonstrates how this looks in Visual Studio.
When rendering objects I want to:
- Minimise state switches (i.e. shader activation – glUseProgram())
- Render opaque objects front to back to reduce overdraw
- Render transparent objects back to front to get transparency