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Discussion Sentiment

100% Positive

Analyzed from 117 words in the discussion.

Trending Topics

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

Discussion (4 Comments)Read Original on HackerNews

nickandbro•about 2 hours ago
Love this, I will now use backface culling for my game:

https://slitherworld.com

Tanoc•43 minutes 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•26 minutes ago
I didn't use a game engine
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.

igraubezruk•1 day ago
Very good read and visualizations, thank you for writing it
yopstoday•1 day ago
Dooope!