As my game is growing with hundreds of objects, performance issues are growing up. I'm doing 200 frustum intersection tests against object every frame. I thought a data structure would be good to reduce frustum tests.
I know about quadtree and octree and how they work. But, I just don't know how to implement it. Can anyone help me?
I'm doing terrain culling in hull shader (GPU based patch culling.)
Edited by newtechnology, 03 April 2014 - 01:29 AM.