Re: [Algorithms] visibility culling for moving objects
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From: David Z. <myt...@gm...> - 2001-04-30 12:24:42
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good idea :-) i'll take that into consideration ----- Original Message ----- From: "Mark Wayland" <mwa...@to...> To: <gda...@li...> Sent: Monday, April 30, 2001 5:28 AM Subject: RE: [Algorithms] visibility culling for moving objects > I dunno if this was mentioned, but you can use temporal bounding boxes > if your object's movement is somewhat predictable. For example, create > a bounding volume that has a specified lifetime. This volume would be > calculated based upon variables such as velocity and acceleration of > the objects in question. Only when the object changes the variables > or the lifetime of the volume expires, do you bother to calculate a > new one... combine this method with placing the volumes in your spatial > data structure's nodes and you may have something quite workable... > > HTH, > > Mark > > -----Original Message----- > From: David Zaadstra [mailto:myt...@gm...] > Sent: Thursday, April 26, 2001 3:04 AM > To: gda...@li... > Subject: [Algorithms] visibility culling for moving objects > > > this is just a general question and maybe it has been answered before, but i > havent read anything in the past months so im asking now. what is the best > way to do culling on moving objects like players or monsters or whatever? i > know several possibilities for static geometry like quadtrees, octrees, > scene graphs etc. but can i use those efficiently for moving objects? i > would always have to update the trees and that doesnt look good for me... > so how is it done normally? just test _all_ the single objects by their > bounding boxes/spheres? might not be so bad when i have only 50 moving > objects in my game...? but what other approaches to the problem are there? > > thanx in advance > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |