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3D Engine architecture

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@Alkher wrote:

Hi !
I'm working on my 3D engine, dedicated to a space game, and as I have lots of lightsources, I opted for a deferred way to display them.
My question concerns distant lights, ie: when they are close to the far plane. I dislike the way the lights disappear when between in view and out of view.
Would it be faster to handle a secund BoundingFrustrum, smaller than the camera's, to handle the lights between the two. A sort of LOD for lights. And make them fade to pointsprites when getting far away from the camera like they did in Just Cause I think.

Isn't an update of the secondary BoundingFrustrum too slow ? I never heard of games using more than the one use by the camera.

I have already elminated the solution of computing the distance for each light, even if I keep the squared version, even with a parallel method, as I think it would be too much overkill and dependend of the CPU's core.

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