Quote: "The current culling system is quite poor."
On what did you base that? The portal culling system is pretty good. And ofcourse it has inbuilt frustrum culling.
Besides that the portal culling does pretty much all indoor stuff for what you wouldnt need Dark Occlusion for, there is no reason to add Dark Occlusion as long as the size of the grid won't be bigger in the next versions, because the only thing I can think of why you would use Dark Occlusion, are scenes where loads of complex dynamic objects are used, which is not achievable with the current grid size, (MaxP gave a great demo along with his plugin, and I believe that is the type of scene you would need to have to use Dark Occlusion effectively). People often forget that there is a range where the culling is effective. FPSCreator would just fit in Dark Imposters(grass, trees), but FPS Creator doesnt fit within the Dark Occlusion range. I am not saying that it is not good to add it, but if you do you would need to change so it is effectivelly enough as a culling system (thus changing the way levels are being edited, > editor).
Implementing culling in a game engine is a very delicate matter, you need to intensivelly test in which range it effectivally works best.
I am not giving any plugin priority, I think FPSC Modders and TGC should think about other things first. They should stop making the engine better and work on the editor and adjust the engine to the editor alongside.
Dark Occlusion is great btw, I recommend it to everyone!
(just so people dont start yelling at me
)
Cheers,
