Simondev how games have worked for 30 years to do less work

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Загружено автоматически через бота оригинал simondev оригинальное описание
we explore the evolution of culling and visibility determination in video games building on work started over 30 years ago and evolving with every generation of hardware.
gamedev courses me on patreon me on
instagram this video i implement some of the various visibility techniques used by aaa games like just cause 2 battlefield and splinter cell and others. we walk through the history of gdc presentations and see how the techniques have evolved to whats considered state of the art today.
references talks
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