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Modern Rendering Culling Techniques

krupitskas.com

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?

I would say rendering or physics (specifically colliders).

Re: Modern Rendering Culling Techniques

#44

Earlier 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.

You can do it all kinds of ways. Artists don't do it, tools do.

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.

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