In computer graphics - the part of the 3D scene that is visible on the screen, also called the viewing frustum. The shape of the viewing frustum is a pyramid defined by the viewing angle, and that is "clipped" between the near and the far clipping planes.

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Calculating camera frustum planes using existing matrix

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...
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Determine corners of a specific plane in the frustum

I'm working on a game with a 2D view in a 3D world. It's a kind of shoot'em up. I've a spaceship at the center of the screen and i want that ennemies appear at the borders of my window. Now i don't ...
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What library for octrees or kd-trees? [closed]

Are there any robust performant libraries for indexing objects? Objects would have bounds themselves, rather than being represented by points; and an object could therefore be in more than one ...