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Member Since 24 Feb 2011
Offline Last Active Oct 05 2012 03:11 PM

Posts I've Made

In Topic: 2D AABB Contains

18 July 2012 - 05:14 PM

Thanks for the replies.

The area of intersection sum is really useful.

I found some good stuff in a book and I think the fastest method when using min/max is separating axis:

if (Max.X < B.Min.X || Min.X > B.Max.X) return false;
if (Max.Y < B.Min.X || Min.Y > B.Max.Y) return false;

return true;

In Topic: Portal visibility culling

18 July 2012 - 01:43 AM

Ah I see. Great answers thanks!

In Topic: Portal visibility culling

17 July 2012 - 02:07 PM

One thing, with the last point you made, would that not be a much slower method than just creating a frustum from the 4 corners in the first place?

Also do you have any opinion on whether projecting to screen space vs creating frustums from the portals is faster?

In Topic: Portal visibility culling

17 July 2012 - 06:25 AM

Fantastic thanks so much!

In Topic: Portal visibility culling

17 July 2012 - 02:19 AM

Ok, so would you check the players bounds against all of the cell bounding boxes each frame? or would you need to keep track of the players movement through portals to speed this up?

So when you project the corners of the portal into screen space and build a 2D bounding box from them how do you project the objects to screen space and get a 2D box from those? Would you take the corners of the objects bounding box and project them to screen space and then create the smallest 2D box from the 8 corners?

Thanks so much for the tips!