Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

JoHnOnIzEr

Determining what is on screen

This topic is 5528 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Currently, each object has a rect for collision and stuff and im checking if that rect is contained within the screen rect(what the camera is looking at). Is this a good way to go about doing this or is there a better one? Im using VB :-/

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
You mean frustum culling ( http://www.google.com/search?q=frustum+culling )? That''s a good way to do it.

Now, if you''re talking about many, many objects, you might want to also include some sort of tree culling (like BSP) before doing frustum tests. Checking EVERY object against the frustum would get slow after a while.

Share this post


Link to post
Share on other sites
Do you mean that you are using isometric view?
Are you using DirectDraw or Direct3D

---------------------------------------------
If God with me, Who against me?
Sitio de desarrollo de videojuegos en español
Digital Moon Studio...

There is no spoon

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
D''oh - sorry, my bad, should''ve been tipped off by "rect" instead of "cube".

Yeah, checking the screen rect / world offset versus your object rect is about as quick and straightforward as I can imagine.

Robin

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!