Entity culling via PVS #53
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Frustum culling was disabled on SkinnedMesh entities (#52) because Three.js computes incorrect bounding spheres with our bone setup. Rather than trying to fix Three.js's frustum culling, we should implement server-side PVS (Potentially Visible Set) culling.
The Source engine already computes PVS per leaf — entities outside the viewer's PVS could be excluded from snapshots entirely, reducing both bandwidth and client-side rendering load.
Approach
ENT_FLAG_DORMANTflag or are omitted entirelyBenefits