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Oclusion Culling
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Enter the missing letter in: "Internat?onal"
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[quote][b][/b] wrote: Yeah, that's what frustum culling is used for afaik, it prevents rendering objects outside the camera view. You can also try camera Z-far and near value to stop the rendering of some objects that are far away. you can also create proximity-based rendering as well, you can create maps of your scene and divide it into chunks and can render only 2-3 chunks at a time, and let all other chunks remain hidden if the player comes in proximity with a chunk then make that chunk visible and hide the one that is not in proximity. that might also help you in increasing the game speed. If you are using low poly models then there is less chance that your game will be buggy or laggy, you can see my GTA vice city clone demo, which has a huge map and still plays very smoothly. hope that helps *holy*[/quote]
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