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And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )
I'm using this library https://github.com/Celtoys/clReflect. I added some codes for my game engine.
I think this library is really nice. Because it doesn't require bothersome macros like this library https://github.com/rttrorg/rttr.
You can see how it works at here https://github.com/SungJJinKang/DoomsEngine/tree/main/Doom3/Source/Core/GarbageCollector