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serious sam 2 culling

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i just got serious sam 2 for christmas and ive been in awe at how there can be tons of enemies on the screen, colliding with objects and there is a very little drop in the frame rate. does anybody know what kind of occlusion culling and/or collision detection methods they use? BSP and quadtrees seem like they would bee too bulky. too much data too handle in any area for those speeds

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nevermind, i think i figured it out. it simply uses BSPs. i opened the editor and watched in wireframe mode and noticed it was splitting polygons for the tree. thanks anyway.

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Hey,
check out the GPU Gems 1 or 2 article written by one of the guys from croteam. It describes their occlusion culling method ...

- Wolf

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