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Torque Culling Techniques

by Peter Phelks · in Torque Game Engine · 02/26/2004 (8:42 am) · 3 replies

I'm hoping someone who knows the internal workings of the engine could help shed some light on how Torque handles culling of polys/objects.

I know that interiors clip exterior areas and I guess that the terrain clips as much as it can. (?) Of course, this is just speculation from testing the demos, so I'm hoping someone might be able to clarify things.

Also, is there any particular element/object that is known to hurt framerates? You know, something that should be avoided by a new user designing a level.

#1
02/26/2004 (8:52 am)
Torque is portal based so everything not in the zones being rendered is automatically culled. Then, in the zones that are rendered it does simple los tests against the terrain so if an object is completely obstructed by the terrain it will not render it.
#2
02/26/2004 (9:10 am)
However, I think the LOS test don't consider interiors or shapes as obstructing objects. Thus, if a large interior, e.g. a wall, hides other interiors or shapes, they are rendered nevertheless, although they're not visible. Correct me if I'm wrong.
#3
02/26/2004 (10:04 am)
Thank you both, this is great help.