Modern Rendering Culling Techniques
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Modern Rendering Culling Techniques
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Re: Modern Rendering Culling Techniques
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#4The 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.
Re: Modern Rendering Culling Techniques
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#7Love this, I will now use backface culling for my game: https://slitherworld.com
Re: Modern Rendering Culling Techniques
#8Love this, I will now use backface culling for my game: https://slitherworld.com
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?
Re: Modern Rendering Culling Techniques
#9Earlier quoted context omitted.
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?
I didn't use a game engine
Re: Modern Rendering Culling Techniques
#10Earlier quoted context omitted.
I didn't use a game engine
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 horizont…