Writing rasterizer by hand is an incredible fun exercise. Get some basic reading on the graphics, don’t do gpt first. You will never see games as you had before.
Culling faces is simple: you have geometry in camera space. Take a dot product between a surface normal and view direction vector and if it’s negative then the normal is pointing away from you and the face is invisible.
Proper techniques with occlusion and stuff are more complicated, such as painter algorithm or z-budgeting or others






It sure does but quake1 and quake 2 happened on matrices and Euler angles so there’s a long way you can go before even thinking the letter q.