| ▲ | Modern Rendering Culling Techniques(krupitskas.com) | |
| 30 points by krupitskas 2 days ago | 4 comments | ||
| ▲ | nickandbro 18 minutes ago | parent | next [-] | |
Love this, I will now use backface culling for my game: | ||
| ▲ | LarsDu88 an hour ago | parent | prev | next [-] | |
PVS isn't that expensive to compute. Especially nowadays. I assume this is actually referring to the binary space partitioning techniques used in DOOM and improved in Quake, Half-Life, etc in the late 90s, early 2000s. The BSP tree was also extremely useful for optimizing netcode for games like Quake 3 Arena and games within that family and time period I believe. | ||
| ▲ | igraubezruk a day ago | parent | prev | next [-] | |
Very good read and visualizations, thank you for writing it | ||
| ▲ | yopstoday a day ago | parent | prev [-] | |
Dooope! | ||