How Games Have Worked for 30 Years to Do Less Work
We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware. Gamedev Courses: https://simondev.teachable.com/ Support me on Patreon: / simondevyt Follow me on: Instagram: / beer_and_code Twitter: / iced_coffee_dev In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what's considered state of the art today. References talks: https://advances.realtimerendering.co... https://advances.realtimerendering.co... https://gamma.cs.unc.edu/papers/docum... https://developer.nvidia.com/gpugems/... https://www.cs.princeton.edu/courses/... https://blog.paavo.me/cities-skylines... https://www.humus.name/Articles/Perss... https://www.ea.com/frostbite/news/cul... https://www.guerrilla-games.com/read/... https://blog.selfshadow.com/publicati... https://www.selfshadow.com/talks/rwc_... https://aras-p.info/texts/D3D9GPUHack...

Most Optimization Advice Misses the REAL Problem

Exploring a New Approach to Realistic Lighting: Radiance Cascades

How Quake Failed their way to Success

EX Bioware Producer says: We NEED more Product Placement and NOT Live Service!

Google Maps is unreasonably fast. Let me explain

Indie games ~ MMP 270

When Optimisations Work, But for the Wrong Reasons

Why Stairs Suck in Games... and why they don't have to

How Games Fake Water

The Game Dev Advice That Took 10 Years to Discover

Claude Opus 4.8: Lying Machine No More?

How Hackers Crack Every Single Game!

How Big Budget AAA Games Render Bloom

How Rockstar fit an entire city into PlayStation 2 memory

How One Guy FIXED Procedural Generation

I Designed Lowestcase Letters

Spatial Hash Grids & Tales from Game Development

Fast & Gorgeous Erosion Filter Explained

I Designed Custom Minecraft Bosses...

