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
8 events
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Feb 12, 2017 at 0:57 | comment | added | Oliver Yasuna | Your game is 2d? Why'd you say it's third person? But in that case, just take the bounds of the view (minimum coordinates being the offset, maximum coordinates being the offset + the view size) and check if the object is within these bounds. | |
Feb 12, 2017 at 0:51 | comment | added | joe | It's 2d btw should have added that. | |
Feb 12, 2017 at 0:21 | history | edited | Oliver Yasuna | CC BY-SA 3.0 |
added 82 characters in body
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Feb 11, 2017 at 23:56 | comment | added | Oliver Yasuna | @LeComteduMerde-fou very good point. If the OP wants the server to process this, then it must | |
Feb 11, 2017 at 23:38 | comment | added | Maximus Minimus | There is a tradeoff between server processing overhead and just sending everything, however. | |
Feb 11, 2017 at 23:18 | comment | added | Oliver Yasuna | Missed that point. A smart server should know information about the clients view, so it can determine what the client renders. | |
Feb 11, 2017 at 23:10 | comment | added | Maximus Minimus | Don't forget that the OP is asking for this to happen on a server in a multiplayer game. Different clients will almost certainly be running at different resolutions and aspect ratios, as well as be located at different world-space positions and orientations. You really need to take that into account in any solution. | |
Feb 11, 2017 at 23:05 | history | answered | Oliver Yasuna | CC BY-SA 3.0 |