Software occlusion culling in Block Game
Summary
An in-depth blog post by Eniko Fox detailing a software-based, CPU-rendered occlusion culling system for a voxel/block game. The article covers the design (depth-based occlusion, multi-level subchunks), a series of optimizations (cheaper transforms, frustum pruning in world space, visible-face filtering, and near/far culling), and discusses limitations and future work, all aimed at achieving higher framerates on modest hardware.