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DarkBASIC Professional Discussion / Anyone have any tut's, sample code or tips on Culling?

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Unconnected
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Joined: 26th Jul 2003
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Posted: 29th Sep 2003 10:50
Basically what I am looking for is to implement culling so that polys which are hidden behind other objects/polygons are not rendered..
So if I have a cupboard say that is full of gooddies, and it is closed the engine won't render all of the stuff inside until the player actually opens the cupboard up..

Any help is much appreciated and sorry if it seems like a stupid question.

Cheers
Mussi
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Location: Netherlands
Posted: 1st Oct 2003 22:41
hmm... maybe you could use someting like this:



this means you have to do everything manually cuz for as far as i know there ain't no culling system that handles that yet.

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb ddr sdram
IanM
Retired Moderator
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Posted: 1st Oct 2003 23:17
The quickest and easiest at the moment is to just check if the objects are in the display area (OBJECT IN SCREEN).

Update6 will introduce a culling system using portals.
Kevin Picone
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Posted: 1st Oct 2003 23:33
Or, you can use Visible Worlds for object level culling.. I mean, Why check when you can precalc

http://www.VisibleWorlds.UnderwareDesign.com

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
Mussi
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Posted: 1st Oct 2003 23:42
Quote: "Update6 will introduce a culling system using portals."


how will this work? what kind of portals?

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb ddr sdram
M00NSHiNE
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Posted: 1st Oct 2003 23:45
Basically it will mean your games run super fast because the portal works out which polys are hidden behind others, then removes those hidden ones from the render list. You get a nice performance boost. CHeck out uwdesigns visible worlds, there was a demo that i downloaded a while back that ran so fast and smooth. It was pretty cool.

"It's amazin' what you can do with a computer and access to t'internet"
Unconnected
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Posted: 1st Oct 2003 23:45
and when is update 6 slated to be released?
M00NSHiNE
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Posted: 1st Oct 2003 23:46
Could be any time, i suppose. Wasnt update 5 scheduled for March 2003, and it got here in August?

"It's amazin' what you can do with a computer and access to t'internet"
Unconnected
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Posted: 1st Oct 2003 23:49
Anyone use/recommend Visible worlds besides the person who made it ?

Also, a question for the creator, how much does it inflate your code?

I can imagine any program which 'speeds up 3D Games and 3D Applicationss by pre-calculating all of the visible objects from every location within a 3D world'

would add a pretty big chunk of code..
Also how to implement with a project where the players are able to create their own maps?
Shadow Robert
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Posted: 2nd Oct 2003 00:08
i've used it... and its excellent for LOD and a Pseudo-BSP style setup, in DB it can add one HELL of alot of speed. In DBP you'd probably be better off using BSP.

as for the other two questions download UVWorlds, it is very simplistic and alot smaller than the Matrix creators/importers around suchas MatEdit for implimenting.

Kevin Picone
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Posted: 2nd Oct 2003 10:35
Quote: "Also, a question for the creator, how much does it inflate your code?"


There's support code for playing back your world is a few pages of code. Never really worked it out, but in terms of compile time code it prolly equating to a couple of K in DB classic. And say 5 to 10 in pro.


Quote: "
I can imagine any program which 'speeds up 3D Games and 3D Applicationss by pre-calculating all of the visible objects from every location within a 3D world'
would add a pretty big chunk of code..
"


Code no, precalced data yes. How much data, depends upon how upon the size of the Vis subdividions/complexity of your world. If the data is uncompressed, it could be anywhere between a few hundred K to a few hundred meg. However, VW doesn't allow the user to sub divide that finely, nor is necessary... Generally speaking an un compressed Vis will weigh in at 5 - 10 meg. Again depend upon complexity an depth of field.


Quote: "
Also how to implement with a project where the players are able to create their own maps?
"


You can't.

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]

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