All Content
Blogs
Forums
News
Tutorials
Log In
Sign Up
Login
Username / Email
Password
Remember me
Forgot password?
Login
or
Don't have a GameDev.net account?
Sign up
Forgot your password?
Email Address
Reset Password
Please contact us if you have any trouble resetting your password.
Home
Blogs
Forums
News
Portfolios
Projects
Tutorials
31
users logged in
New?
Learn about game development
.
Before posting, review our
community guidelines
.
Follow Us
Chat in the
GameDev.net Discord!
Mastodon
Back to General and Gameplay Programming
OcTree For Randomly Generated Terrain Frustum Culling
General and Gameplay Programming
Programming
Started by
jamesleighe
November 04, 2012 12:36 AM
9
comments, last by
jamesleighe
11 years, 5 months ago
Prev
jamesleighe
222
Author
November 08, 2012 04:47 AM
You will also have to allocate the OcTree nodes either using an allocator or something like that to prevent cache trashing.
Cancel
Save
Prev
This topic is closed to new replies.
Advertisement
Popular Topics
How do you manage yourself and your time as years pass on?
GDNet Lounge
Too many managers?
General and Gameplay Programming
Do your part to stop global warming and climate change
GDNet Lounge
C++ how do you use dependency injection?
For Beginners
The promise of freedom in story games
Game Design and Theory
Facebook Ads for sales on steam, does it work?
Games Business and Law
Advertisement
Recommended Tutorials
Introduction to Linked Lists
General and Gameplay Programming
Games and the Imagination Part II
Game Design and Theory
Mounting Script
Engines and Middleware
Creating Low Polygon Game Models
Visual Arts
Creating a Scripting System in C++ Part I: An Introduction
General and Gameplay Programming
Reticulating splines
About GameDev.net
Community Guidelines
Terms of Service
Privacy Policy
Contact Us
Copyright (c) 1999-2024 GameDev.net, LLC
Back to Top