Determining what is on screen
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 :-/
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.
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.
Do you mean that you are using isometric view?
Are you using DirectDraw or Direct3D
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If God with me, Who against me?
Sitio de desarrollo de videojuegos en español
Digital Moon Studio...
Are you using DirectDraw or Direct3D
---------------------------------------------
If God with me, Who against me?
Sitio de desarrollo de videojuegos en español
Digital Moon Studio...
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
Yeah, checking the screen rect / world offset versus your object rect is about as quick and straightforward as I can imagine.
Robin
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