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occlusion culling

Name: Anonymous 2010-09-30 19:20

sup /prog/,

So I'm gonna make myself a isometric game that is built up with cubes so one of the important things to me is occlusion culling when there are a ton of cubes on that screen to be drawn. As of right now i'm making a quick java version for quick deploy and easy access with swing, etc.(Later it'll be ported to either C or C++).

As of right now i kinda have an idea of how i could attack this by rendering 2 frames. Here's how it would work:

1st Frame:
-Rendered from left -> right; front -> back
-As it's rendering it would check each cube based on it's hit box to see if it is covered or partially visible
-If partially visible(or completely) =>Draw cube; add to a Array containing all the cubes that will be drawn in the 2nd frame
-else => Discard that cube and move to the next one

2nd Frame:
Very easy render from right->left; back -> front with all of the cubes that will be visible in that frame.


In theory this method should work if implemented correctly, but my question to /g/ is does anyone know of a simpler more optimized way of doing occlusion culling(without using openGL or restricting myself to DirectX).

Name: Anonymous 2010-09-30 20:34

>>7
>>5
also to add onto that it would only look to see if any of the 4 corners on the isometric cube are visible. If 1 corner is visible when Drawn -> add to list else skip to next chuck(if i do in groups) or cube(if individually).

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