Frustum Culling #1534
Labels
area: renderer
Concerns our graphics renderer
good first issue
Suitable for newcomers
improvement
Enhancement of an existing component
lang: c++
Done in C++ code
Frustrum culling
Required Skills: C++, computer graphics knowledge helps
Difficulty: Medium
With frustum culling we would only render objects visible by the camera. This could potentially save a lot of rendering time and let the renderer scale easily with larger scenes.
Implementing frustum culling in openage could be much simpler than in other engines since the camera has a fixed (dimetric) perspective using orthogonal projection, creating the well-known isometric view also seen in AoE2. Camera movement is currently limited to the x-z-plane. Furthermore, the camera supports zooming into/out of the scene.
Tasks:
The view frustum does not necessarily have to be perfectly accurate at first, i.e. it can be slightly larger than the camera view if it's easier to calculate. Our primary goal here is speed, not accuracy.
To test the implementation, there should be
Further Reading
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