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fatima

removing invisible faces and collision detection

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I already asked those questions, but... 1 - advanced and pro game engines , how detect visible and invisible objects in level and speeding up rendering? 2 - and what about collision detection? thanks.

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To know whether an object collides with another object in space, just iterate all objects in space and test whether that object does collide any of them.
You can go faster if you organize all objects in a scene in a tree.

For visibility, you cast rays, which means you search for the object which intersects a ray and that is closest to its origin.
That technique is not really used in rendering though, but rather for AI.

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1: what your talking about is occlussion culling, there are many ways to implement this, depending on what you want your engine to do determines what way you might want to go about it.

Frustum culling is one way. Portals are a good indoor way. Trees like octrees are good for quickly culling potential rendering objects.

But as far as culling objects that are within your frustum but may be occluded by say a wall, you could use "occlusion objects" for testing with rays maybe? im still working that one out.

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