Remix.run Logo
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:

https://slitherworld.com

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!