I wish I had found this when I was looking at small, cross-platform (including Android and iOS) C/C++ frameworks for this current project, instead of porting everything to Unity.
I'm grateful for what Unity brings to the table here (in particular, audio) but I still dunno if the time I've spent bending it to what I'm doing is more than I would have to spend on adding to an Oryol-type base framwork.
Experiments in gpu based occlusion culling: https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/amp/
Hey fellow game devs, here's an article I wrote about the custom occlusion system we made for Dead Secret Circle! http://robotinvader.com/blog/?p=554
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