The Genius of Binary Space Partitioning in Doom

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  • VoxelSpace

    Terrain rendering algorithm in less than 20 lines of code

  • I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.

    [0] https://github.com/s-macke/VoxelSpace

  • LearnOpenGL

    Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com

  • This tutorial is well regarded for learning the ins and outs of modern OpenGL including how the GPU pipeline works, which I think translates pretty well to Vulcan or Metal (at least the concepts anyway) https://learnopengl.com/

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • plane-split

    Plane splitting with euclid

  • > None of these techniques is relevant anymore given that all the hardware has Z buffers

    Not true if you consider transparent objects. Rendering with order-independent transparency is still a hot topic without a clearly winning solution on GPU.

    Web browsers have lots of semi-transparent rectangles, which can be transformed under "preserve3d" context. This is a classic case of effective BSP that is actual. (background: implementing BSP in WebRender a few years ago).

    https://github.com/servo/plane-split

  • js13k-2022

    Dante, a game in 13 kilobytes - JS13K 2022 submission

  • > None of these techniques is relevant anymore given that all the hardware has Z buffers

    I remember the js13k game jam winner this year used BSPs. Linked below.

    https://github.com/SalvatorePreviti/js13k-2022

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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