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Software occlusion culling in Block Game

Quality: 8/10 Relevance: 9/10

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.

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