Back to News
Advertisement
Advertisement

⚡ Community Insights

Discussion Sentiment

100% Positive

Analyzed from 126 words in the discussion.

Trending Topics

#game#quake#late#games#backface#culling#since#lighting#engine#pvs

Discussion (7 Comments)Read Original on HackerNews

LarsDu88•about 3 hours ago
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.

yards•about 1 hour ago
I always wonder about this IRL...I'm at work rn, is my apartment still rendered?
nickandbro•about 2 hours ago
Love this, I will now use backface culling for my game:

https://slitherworld.com

Tanoc•about 1 hour 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?
nickandbro•27 minutes ago
I didn't use a game engine
igraubezruk•1 day ago
Very good read and visualizations, thank you for writing it
yopstoday•1 day ago
Dooope!