23 Mar 13, 11:10AM
(This post was last modified: 23 Mar 13, 11:24AM by TheNihilanth.)
Sorry but no, it's not what I'm asking. Perhaps I'm not explaining myself by assuming AC devs do know the AC engine from inside out, if this is the case please do tell me so I can restate my question so you can understand. To me it's a very basic question when it comes to a basic structure of a 3d computer graphics game, that is, visibility determination.
Every game do make optimizations to send to the gPU the less polygons as possible and this is the purpose of 'solids', I already understand that, but what I'm asking is HOW or what technique is used to accomplish the said occlusion. I also already know AC uses a geomipmapping technique but I was wondering if AC has another oclussion/culling technique besides geomipmapping, I was in the hope an ac dev could tell me how this is implemented in AC, after all they should know the AC engine, they are maintaining/developing it. The source code is somewhat hard to follow and not so well structured, so I wanted to ask to an AC programmer before diving deeply into the code.
Every game do make optimizations to send to the gPU the less polygons as possible and this is the purpose of 'solids', I already understand that, but what I'm asking is HOW or what technique is used to accomplish the said occlusion. I also already know AC uses a geomipmapping technique but I was wondering if AC has another oclussion/culling technique besides geomipmapping, I was in the hope an ac dev could tell me how this is implemented in AC, after all they should know the AC engine, they are maintaining/developing it. The source code is somewhat hard to follow and not so well structured, so I wanted to ask to an AC programmer before diving deeply into the code.