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Oclusion Culling

xur
Registered User
Quote
2021-09-14 03:12:41

We need this i can't make big maps without this so much lag


DouweDabbe
Guest
Quote
2021-09-14 03:34:13

work around is

split landscape in multiple scenes while pretending to be in one scene.

if you change camera to birds eye view then dont show landscape but 2d image

when walking on ground through gigantic house or forest silently switch to different scene.


xur
Registered User
Quote
2021-09-15 22:37:44

aaaaa ok but it has frustum culling?


just_in_case
Moderator
Quote
2021-09-16 15:06:11

You can adjust the culling of object in irredit/irrlicht options. And you will get automatic culling option. With 2 frustum culling option "frustum box" and "frustum sphere" and a "box" culling option.

If you are new here and if you are unable to see any irredit/irrlicht option then you might need to enable it first then it will show up in your view options.

Hope that's what you are looking for.


Robo
Guest
Quote
2021-09-18 14:19:29

xur wrote:
We need this i can't make big maps without this so much lag


depends on what is slowing your game down - is it your cpu or your gpu or your code or using too many high poly objects or too many large textures....it depends.

Outdoor terrains run better using height maps rather than fixed 3D mesh for example...you need to specify what you mean exactly if you want a definite answer....


xur
Registered User
Quote
2021-09-19 02:26:03

so the irredit/irrlicht options are for the distance of the culling?


just_in_case
Moderator
Quote
2021-09-19 10:46:51

well, irredit/irrlicht options provide you some additional properties. Mostly it is used for material properties but it also provides item-specific properties as well, for example, conversion of point light into a spotlight or directional light. Coppercube by default doesn't allow you to have more than one directional light but with the help of irredit tools you can have multiple directional lights, however, they might not work as expected.

Unfortunately, there is nothing like changing or altering the culling distance in those options, you can only change the automatic culling type from the available types.


xur
Registered User
Quote
2021-09-20 00:31:40

and frustum culling means that the object are not in the camera view are not rendered?


just_in_case
Moderator
Quote
2021-09-20 06:18:13

Yeah, that's what frustum culling is used for afaik, it prevents rendering objects outside the camera view. You can also try camera Z-far and near value to stop the rendering of some objects that are far away.
you can also create proximity-based rendering as well, you can create maps of your scene and divide it into chunks and can render only 2-3 chunks at a time, and let all other chunks remain hidden if the player comes in proximity with a chunk then make that chunk visible and hide the one that is not in proximity.

that might also help you in increasing the game speed. If you are using low poly models then there is less chance that your game will be buggy or laggy, you can see my GTA vice city clone demo, which has a huge map and still plays very smoothly.

hope that helps


xur
Registered User
Quote
2021-09-22 16:33:09

wowwwwww niceeee thank you


VP
Guest
Quote
2021-09-24 09:25:16

Also, to cull your objects much faster, create them as "Animated Static Object" instances and Child them to the Terrain (by drag/drop them in the scene view explorer).

1- Convert to Animated Static Object...
🔎︎


2- Child to Animated Static Objects to Terrain...
🔎︎



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