- do we have libraries in c++ that can handle this for us?
Modern Rendering Culling Techniques
41–44 of 44 posts
Re: Modern Rendering Culling Techniques
#42- if you were making a 3d tactical shooter (third person) in c++ from scratch without unreal, godot and unity, would you say that rendering is the hardest task? - do we have libraries in c++ that can handle this for us?
Re: Modern Rendering Culling Techniques
#43I always wonder about this IRL...I'm at work rn, is my apartment still rendered?
Re: Modern Rendering Culling Techniques
#44Earlier quoted context omitted.
PVS does not require a hierarchical representation. You can use any representation you want. In fact the one in the article itself is not hiearchical.
In practice many useful representation can be built only in a hierarchical way. Unless you want to force artist/map makers to split their maps in regions manually.
Example: Racing game, since cars can't go off the track, you divide the track into segments (a few meters long) and compute the PVS for each segment.
Plenty of others.