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ogracian

Best culling algorithm for a 3D racing game?

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Hello I am developing a 3D kart game like Mario Kart, but I was wondering wich culling method would be the most acuarate to use in a 3D racing game, I mean, BSP, Octrees, or which one? Thanks in advance! Oscar Gracian

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I''d say a quadtree would do just fine. Race tracks are generally somewhat flat, so an octree probably wouldn''t get rid of many more polys than a quad.



-Deku-chan

DK Art (my site, which has little programming-related stuff on it, but you should go anyway^_^)

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Guest Anonymous Poster
Maybe you''ll not even need space subdivisioning.

If you have race tracks, where no position exist from where you can
view over the entire map, like you can see in many older racing games,
just use realtime sorting. Most part of the map will never be visible,
and you can set the maximum distance pretty close, so there aren''t
many polygons to draw.
This worked with software rendering, so it should work with hardware, too :-)

Well, of course, it depends on what kind of tracks you want.
The flatter, the better ;-)

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Guest Anonymous Poster


remember car games are still very detailed so even though the road is flat and relativly simple, the scenery can be complex (controlled by some sort of LOD )

therefore, you will need some kind of spacial subdivision, if you dont then it means you have to do a cull test on EVERY polygon in the world to determine if it is in the scene.

a quadtree would be the most sensible conventional method.

but, think if you think about it a race track is fairly linear, so some sort of sector/portal spacing would probably be better, joined together in a list.
this way you can keep track of which sector the car is in and sort check up the list.

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Guest Anonymous Poster
AP2 (I am ap1)

Ok, you may be right.
Just remembered these old racing games, and that
I did such sorting for doing something like that,
well...some time ago.
(I mean those, where you could see the street ending
somwhere, and behind was nothing, or were they put
high walls with advertising or plants n trees, to prevent
that you can see the rest of the map...)

If the questioner wants the game to look modern,
and not like these old games, it will get too complex.

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