Les Imbroglios d'Alexis Breust

De l'impro sans bugs et du code lâcher-prise.
Game engine: Frustum culling

When you want to draw a big 3D scene with lots of contents, you want to minimize the number of draw-calls. One of the very first technique to implement is called Frustum culling, which consists of removing things that the camera cannot see.

This is the first part of a series of articles on 3D scene optimizations. More to come!

Deep Deferred Renderer

lava's render engine (namely magma) is meant to be recent standards efficient and, secondly, innovant. For the end-user, the renderer details are completly hidden. This small article explains what's behind an experimental renderer: the deep-deferred render.