Jump to content
  • Advertisement

Archived

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

Amadrias

High Level Engine Entities visibility question

This topic is 6125 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

Hi chris, I was just wondering if it was possible to make such a difference between terrain and environment clipping and entities clipping ?... I am using a terrain that is quite huge and I''d like to post forests and a lot of other objects on it. My problem is that when I do that on LS studio, I got a really bad frame rate which is normal as it is being rendered... Is that possible ? Can I do it my self such as I pass entitynodes in a function that checks their location against the camera and returns the flag they should be getting ? Amadrias

Share this post


Link to post
Share on other sites
Advertisement
How many objects approximately? I''ve tested up to 3000 trees with pretty good frame rates. This is using the latest build that adds quadtree visilibity culling for entities.

There is a function in the high level source that checks if the entity is within the 2D visibility range and sets a flag. You could add more to this.

Other optimizations are possible:
- Use the TREES rendering method for leaves. This lets you draw trees using the D3D pipeline without sorting
- Make sure the D3D pipeline is turned on for all objects
- Use the LOD switching feature (ie trees can become billboards when far away)

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!