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EveryCulling reviews and mentions
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Introduce my in-house game engine
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 )
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I implemented Masked SW Occlusion Culling in my in-house game engine
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.
And this is library integrating many culling methods into one system : https://github.com/SungJJinKang/EveryCulling
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A note from our sponsor - InfluxDB
www.influxdata.com | 28 Mar 2024
Stats
SungJJinKang/EveryCulling is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of EveryCulling is C++.