Game Development Community

Simple Rendering Question

by Playware · in Torque Game Engine · 08/09/2006 (2:55 am) · 5 replies

Hi

This may sound stupid but if I start a game without hosting a server and I place a wall(dts) right in front of a camera(free camera mode, scope to client) .
Then I add another 20 objects(dts, 2000polys each) behind the wall which my camera cannot see at all,
will these 20 objects be rendered?

If I change the wall from dts to dif, will it make any difference?
If I have no collision node in the dts will it effect whether the objects out of view be rendered?

#1
08/09/2006 (3:20 pm)
Yes, all objects will be rendered. Torque doesn't employ any kind of occlusion culling.

The only way to have those objects not render is using portalized interiors. If you're inside a interior with proper zones/portals, and the objects are in a different zone (outside, as example), they'll not be rendered (only objects visible through the portals are rendered).
#2
08/09/2006 (4:28 pm)
Terrain will occlude them =P.
#3
08/09/2006 (6:16 pm)
.... no wonder my framerate drops.
Is this the possible reason why the frame rate drops.

Basically my artists are working on a race track with lots of fixtures, structures(spectator stands, pits,etc).
The camera(static) will switch itself to show current position of individual race car.
But at times, the frame rate drop from 80 to 19 when there are only few race cars and objects in view
#4
08/10/2006 (11:52 am)
Several users have implemented various forms of culling, from simple ray traces to complex trigger based zoned schemes (similar to the portalling system in bsp).

It sounds as if you will want to look at some white papers on the internet for various culling mechanisms, and/or search here in the forums, for what you need.
#5
08/10/2006 (6:11 pm)
@Stephen Thx for the tip.