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outdoor engines question

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hi! what are the best algorithms for outdoor engines. by outdoor I don't mean only terrain, but a city too for example. I heard about Octrees, and I understand how they solve efficient culling in the envoirnment. I heard about Coliders culling, and they sound great. but how exactly I solve perfect sorting of the objects? and plz enlight me with more techniques. And another question for the professionals among you: Can u analyse what kind of rendering algorithms went in a game such as "Carmageddon"? although it is old I know it had great technology, plus partial dynamic scenes. Plus, what more techniques can be applied to racing games genres? maybe splitting the map into chunks? any info is well welcomed cheers, Tomer

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I heard about Octrees, and I understand how they solve efficient
culling in the envoirnment.


Quote:

maybe splitting the map into chunks?


If you use octrees you wont need to split the map into chunks... Thats what spaciall partioning algorithems such as octrees are for.


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Original post by Ainokea
Quote:

I heard about Octrees, and I understand how they solve efficient
culling in the envoirnment.


Quote:

maybe splitting the map into chunks?


If you use octrees you wont need to split the map into chunks... Thats what spaciall partioning algorithems such as octrees are for.


But if he did split the map into chunks he could do dynamic loading as well as octrees for an even bigger map.

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Original post by pkelly83
Quote:
Original post by Ainokea
Quote:

I heard about Octrees, and I understand how they solve efficient
culling in the envoirnment.


Quote:

maybe splitting the map into chunks?


If you use octrees you wont need to split the map into chunks... Thats what spaciall partioning algorithems such as octrees are for.


But if he did split the map into chunks he could do dynamic loading as well as octrees for an even bigger map.

Oh thats what he meant.

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