Very good read and visualizations, thank you for writing it
yopstoday•1d ago
Dooope!
LarsDu88•1h 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.
nickandbro•33m ago
Love this, I will now use backface culling for my game:
igraubezruk•1d ago