Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

jocke

Geometry culling methods

This topic is 6102 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I would like some advise from you guys about geometry culling. I''m trying to decide which method i should learn. BSP,Octrees,Quadtrees etc. Which one do you guys think is the best and easiest to learn for a newbie on this subject. I would also greatly appreciate recomendations to good articles on the subject. Thanks PS: I think that Geometry culling is the right word but i''m not sure, so if you have no idea what the hell i rambling about let me now

Share this post


Link to post
Share on other sites
Advertisement
The best one to use depends largely on the type of environment that it is to be used on.

Quad-trees work very well for large flat outdoor areas, whilst Octrees work well for large mountainous outdoor areas, space/underwater sims, etc. BSP trees are good for indoor scenes.

What''s easier is all up to the coder, but personally I found coding a Quadtree much easier than an Octree or BSP tree.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Take a look at this site: http://cone3d.gz.ee/
There''s an octree tutorial.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!