I implemented Masked SW Occlusion Culling in my in-house game engine

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  • EveryCulling

    This library integrates multiple culling methods into one library.

  • And Data layout is defined for multithreading. You can see at here https://github.com/SungJJinKang/EveryCulling/blob/main/DataType/EntityBlock.h. Every entities's datas is stored in this EntityBlock. EntityBlock has 16 ~ 24 entities datas. Then Each threads work on a entity block. It makes no requirement for lock to prevent data race. And It prevent false sharing because threads works on different cache line.

  • DoomsEngine

    Dooms Engine ( Game Engine )

  • This is my in - house game engine repo : https://github.com/SungJJinKang/DoomsEngine

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