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by Ogre 4418 days ago
I can't speak for all games, but this sort of visualization is something I believe to be common in large AAA games, and is something I've had (and continue to have) in the small subset I've worked on. On the other hand, it's always been custom code (like the engines themselves) and I would guess not something a lot of smaller studios would feel justified spending time on until they needed it. I don't know if that's true. I've found that just providing some simple easy to use debug line and shape drawing that lives outside the rest of the rendering systems means people will use it for this sort of thing all the time. After a while there'll be a bunch of useful visualizations built up and if none of them do quite what you want, it'll probably be easy to modify an existing one.

I do think Unity and Unreal both probably provide a lot of tools in this department, so the situation outside crazy developers still using custom engines is probably a lot better than I think it is.

Also, it's almost certainly true that way more time goes into mundane, repetitive game testing than you thought. The QA budgets for AAA titles are quite large, and a lot of that testing work is horrifyingly dull. Methods like this post outlines help a lot, but there's no substitute for actual people getting paid to try to break your game.