So i have some procedurally generated mesh data and i want to reduce it down to its minimum number of verts. In case it matters this is a unity project. Working on the basis of a simple example, ...
I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using ...
I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor ...
I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this: //GetDistance returns the distance ...