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Tanoc 4 hours ago

Backface culling has been common since the late 1990s when we started using face normals to determine lighting rather than per-vertex lighting. Pretty much every 3D game engine since about 2004 has included and enabled it by default. How is it that you made a game that doesn't use it?

01HNNWZ0MV43FF 8 minutes ago | parent | next [-]

For the curious readers, backface culling (at least in the way fixed-function OpenGL does it, and probably newer APIs still do) is not based on face normals, it's based on winding order of triangles, so it works even if normals are not used.

Also face normals (flat shading) are generally considered older tech than per-vertex lighting (Gouraud shading). Newer stuff since 2008-ish is generally per-pixel using normal maps for detail.

nickandbro 3 hours ago | parent | prev [-]

I didn't use a game engine

Tanoc 3 hours ago | parent [-]

Ahhh. So you used a wrapper or a library? Interesting then. I had assumed that almost every rendering method enables frustrum, occlusion, and backface culling by default if only to clear the number of objects needed to be tracked in memory. One thing I noticed in your game is that it's based on the absolute mouse position, which with a 16:9 window makes it difficult to turn in certain situations because your horizontal movement space is much larger than the vertical movement space and that adversely affects turning speed. Changing so that is based just on horizontal mouse movement or adding keyboard controls might be better.

nickandbro 3 hours ago | parent [-]

Thanks for the feedback, I’ll try to get that sorted out.