[Short] King's Crook Software Renderer Progress Update 3.5 (Rooms/Culling) [Pure C]
A short update video about the new culling scheme I implemented. This replaces the old hacky line-of-sight occlusion culling I had previously. Super simple concept, rooms. When in a room, only tiles belonging to that room get rendered. If you're "outside" then only walls get rendered as well as tiles belonging to the outside. You can see how the water is handled in my engine now haha :) It's a grid of 16 quads which have the water texture positioned at the "water level" of the map. None of it gets culled and I probably won't cull it the future either for a few reasons. It doesn't really impact performance much either since it's draw last (so texture mapped pixels don't actually get computed) and it's only 16 polygons. Taking some feedback from the previous video I increased the render resolution in this one to 1024x768 :) Discord server: https://discord.gg/hdYctSmyQJ
A short update video about the new culling scheme I implemented. This replaces the old hacky line-of-sight occlusion culling I had previously. Super simple concept, rooms. When in a room, only tiles belonging to that room get rendered. If you're "outside" then only walls get rendered as well as tiles belonging to the outside. You can see how the water is handled in my engine now haha :) It's a grid of 16 quads which have the water texture positioned at the "water level" of the map. None of it gets culled and I probably won't cull it the future either for a few reasons. It doesn't really impact performance much either since it's draw last (so texture mapped pixels don't actually get computed) and it's only 16 polygons. Taking some feedback from the previous video I increased the render resolution in this one to 1024x768 :) Discord server: https://discord.gg/hdYctSmyQJ