# Frustum Culling

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I'm using the format .x to make my levels.
The levels are small (slightly bigger than the game super smash bros Nintendo64).

I wonder how to apply it Frustum Culling. I'll have to divide it into parts?
The Frustum is the best method for my case?

Thanks

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Frustum culling is the first thing that helps you to cull out invisible geometry.

For levels (large or not), I recommend you not to use it as a single mesh. I mean, load terrain (or what you have), buildings, entities etc. "seperately".

Now you have seperate bounding volumes for each thing (except terrain). You can perform frustum culling for'em. But I'm not sure you can use the same approach for terrain. I remember Frank Luna describes how to perform frustum culling for terrain in his book named "Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach".

Another approach that you can use frustum culling with is dividing your level into "portals". You may google for BSP-Trees, Octrees and Quadtrees.

PS:
Don't forget to perform occlusion culling for visible geometry as well ;)

hth.
-R

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Thank you guy :D

I'll have to divide into shares my same level.
I dont understand this:
Quote:
 Original post by programci_84PS:Don't forget to perform occlusion culling for visible geometry as well ;)

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Google won't be silent on "occlusion culling".

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A level-style SuperSmashBros needs to implement occlusion culling?

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Surely it always depends. Is there a lot of occlusion in your level? Or would you even do better without culling at all? How much percentage of the polygons is invisible on average? How much performance do you need?

There is never a general solution. Each has its own pros and cons for specific use-cases. When in doubt, benchmark your game with some acceleration(or not) methods, and see which suits best.

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