Rachael wrote:How is that going to be implemented without being too costly?
With renderer reporting what was drawn? I mean, that info is already stored (the renderer collects actors for rendering before actually doing it). And it can be a flag or something similar to what I said about checking sight for particles by marking sectors rendered in the last frame by the renderer.
Once the renderer somehow marks the actors with an unique id of the frame drawn (validcount) then there's almost no overhead and the visibility check can be done using simple int comparison (including portals, camtexs, skyboxes...)
And @Graf this approach has nothing to do with networking because I doubt that the data about rendered actors is going to be absent from the client. (or that clientside scripts are going to be absent from the client)
Both makes zero sense.
[quote="Rachael"]How is that going to be implemented without being too costly?[/quote]
With renderer reporting what was drawn? I mean, that info is already stored (the renderer collects actors for rendering before actually doing it). And it can be a flag or something similar to what I said about checking sight for particles by marking sectors rendered in the last frame by the renderer.
Once the renderer somehow marks the actors with an unique id of the frame drawn (validcount) then there's almost no overhead and the visibility check can be done using simple int comparison (including portals, camtexs, skyboxes...)
And @Graf this approach has nothing to do with networking because I doubt that the data about rendered actors is going to be absent from the client. (or that clientside scripts are going to be absent from the client)
Both makes zero sense.