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Modern Rendering Culling Techniques

krupitskas.com

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Re: Modern Rendering Culling Techniques

#4
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.

Re: Modern Rendering Culling Techniques

#7

Love 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

#8
post #7

Love 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?

I didn't use a game engine

Re: Modern Rendering Culling Techniques

#9
post #7

Earlier 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

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.

Re: Modern Rendering Culling Techniques

#10
post #9

Earlier 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…

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