-4
votes
1answer
92 views

What's the complexity, given current technology, of writing a decent scene renderer in OpenGL? [closed]

What's the complexity, given current technology, of writing a scene renderer that produces reasonably high-quality output in OpenGL? I'm definitely not asking about writing a full games engine - ...
7
votes
1answer
456 views

Rolling my own scene graph

Hello Game Development SE! I'm crawling my way through OpenGL with the hopes of creating a simple and very lightweight game engine. I view the project as a learning experience that might make a ...
2
votes
3answers
522 views

Culling Techniques for 3d OpenGL ES game

I'm developing a 3d flight simulator for Android and am using a relatively large (10k triangles) scene in 3ds format for the scenery. The scene is one polygon soup, not separated into separate ...
6
votes
3answers
535 views

Is Frustum Culling by itself enough for Consoles and Mobiles?

Software occlusion culling is often expensive, especially for smaller and older devices. Is frustum culling alone adequate on systems that can optimally display 10k triangles at most? If not, are ...