PVS isn't that expensive to compute. Especially nowadays. I assume this is actually referring to the binary space partitioning techniques used in DOOM and improved in Quake, Half-Life, etc in the late 90s, early 2000s.<p>The BSP tree was also extremely useful for optimizing netcode for games like Quake 3 Arena and games within that family and time period I believe.
Love this, I will now use backface culling for my game:<p><a href="https://slitherworld.com" rel="nofollow">https://slitherworld.com</a>
I always wonder about this IRL...I'm at work rn, is my apartment still rendered?
The old philosophical question remains, "If a tree falls in a forest and no one is around to hear it, does it make a sound?" [1]<p>[1] <a href="https://en.wikipedia.org/wiki/If_a_tree_falls_in_a_forest_and_no_one_is_around_to_hear_it,_does_it_make_a_sound%3F" rel="nofollow">https://en.wikipedia.org/wiki/If_a_tree_falls_in_a_forest_an...</a>
Very good read and visualizations, thank you for writing it
Dooope!