hmmm.......

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0 comments, last by HellStorm 23 years, 11 months ago
I am working on a space combat game and I started thinking about a few things. Right now all objects(planets, asteroids, ships, etc) are encapsulated inside their own sphere for testing against the view frustrum which is very fast. Now all I hear about are bsp trees and portal engines which are no good in this situation. I would really appreciate any thoughts of any alternative and/or combinations of techniques that could eliminate scene data. O one thing i did think of is when I have an asteroid cluster containing a number of asteroids I could encapsulate the whole cluster within a sphere and test it against the frustrum. If the cluster is partially visible then I would check the bounding spheres of each individual asteroid and then follow up with normal clipping routines. Thanx for any thoughts
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Maybe some different LOD''s for the spaceship models?

"The wise make proverbs, and fools repeat them." -- ISAAC D'ISRAELI

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