Timeline for Most efficient way to determine if an entity is in a player's field of vision?
Current License: CC BY-SA 3.0
9 events
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Apr 24, 2017 at 16:57 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Mar 23, 2017 at 21:35 | answer | added | Peter | timeline score: 0 | |
Mar 23, 2017 at 20:29 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Feb 11, 2017 at 23:56 | answer | added | Maximus Minimus | timeline score: 2 | |
Feb 11, 2017 at 23:11 | comment | added | Maximus Minimus | @DMGregory - the server would need knowledge of the view frustum of each client; just something that the OP would need to be aware of. | |
Feb 11, 2017 at 23:05 | answer | added | Oliver Yasuna | timeline score: 0 | |
Feb 11, 2017 at 22:51 | comment | added | DMGregory♦ | It seems like you could use any frustum culling method for this - just expand either the frustum or the bounding volume you're testing to get the "+ a little more" part. If you search for frustum culling you should find plenty of efficient solutions - evaluating all of them and picking one for you is a bit out of scope for an answer here. ;) Once you've picked an approach that suits your situation, if you run into any trouble implementing it, feel free to edit this question to show us where you've gotten stuck and we'll do our best to help. | |
Feb 11, 2017 at 21:19 | history | edited | joe |
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Feb 11, 2017 at 21:14 | history | asked | joe | CC BY-SA 3.0 |