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Posted: Fri Jun 04, 2010 7:09 am
by jbosch

I don't know if the engine does it, but it would be great those things:

- Frustum culling (render only objects in the frustum of the camera)
- Oclusion culling (render only objects visible by the camera -not objects behind walls that player can't actually see-)


Re: Suggestions

Posted: Fri Jun 04, 2010 6:11 pm
by Norbo
I won't be implementing render culling into the BEPUphysics debug drawer, if that's what you mean; it's not intended to be a complete graphics solution.

If you mean some query support for determining the visible object set based on the collision shapes and their bounding boxes, then that's possible now using some of the broadphase query methods combined with clever raytracing. It would take some care to use though, since querying the broadphase for an entire frustum can be expensive. Future versions may include extra auxiliary systems that let you manage your own acceleration structures which would help with constructing and accelerating arbitrary scenes that aren't necessarily a part of the physics.