Implementing FRUSTUM CULLING in my VULKAN GAME ENGINE (Kohi Episode 080)
Автор: Travis Vroman
Загружено: 2022-12-02
Просмотров: 5024
Описание:
In this video, frustum culling is implemented as an optimization. There are also several other supporting enhancements and additions made. I also fix some bugs, particularly on the Windows platform.
NOTE: I am aware of the audio issues on this one, but this video is too long to re-record given the other content I have to complete for the next steps. It's still understandable, though. That's apparently what I get for going back to Windows! It'll be better in the next video. :/
Implementing FRUSTUM CULLING in my VULKAN GAME ENGINE (Kohi Episode 080)
This video is part of a series where we make a game engine in C, using Vulkan. It is a tutorial-style game engine series where the Vulkan API is the primary graphics API used for rendering. OpenGL and DirectX may also eventually be added.
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