hmmm.......
I am working on a space combat game and I started thinking about a few things. Right now all objects(planets, asteroids, ships, etc) are encapsulated inside their own sphere for testing against the view frustrum which is very fast. Now all I hear about are bsp trees and portal engines which are no good in this situation. I would really appreciate any thoughts of any alternative and/or combinations of techniques that could eliminate scene data.
O one thing i did think of is when I have an asteroid cluster containing a number of asteroids I could encapsulate the whole cluster within a sphere and test it against the frustrum. If the cluster is partially visible then I would check the bounding spheres of each individual asteroid and then follow up with normal clipping routines.
Thanx for any thoughts
Maybe some different LOD''s for the spaceship models?
"The wise make proverbs, and fools repeat them." -- ISAAC D'ISRAELI
lntakitopi@aol.com
http://geocities.com/guanajam/
"The wise make proverbs, and fools repeat them." -- ISAAC D'ISRAELI
lntakitopi@aol.com
http://geocities.com/guanajam/
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