![culling particles blender trees culling particles blender trees](https://i.stack.imgur.com/Munu2.jpg)
The objects are ordinary game objects following the same rules as any other object.īe aware each single object increases the processing time on all aspects of the game (not just render time). This can be used to create particle effects. The BGE supports dynamically copying objects on the fly. You should be careful that the saved render time is greater that the additional culling processing time.īlender’s Particle system is not supported by the BGE as you might have noticed. Occlusion culling is an additional option to skip rendering faces (that are not already outside the camera frustum). While this decreases render time the objects are still present (but not shown to the audience) and will be considered by other aspects of the game (logic, scene graph, physics, animation …). Second, is occlusion culling better for performance than using an “add object” actuator when an area senses you and a “end object” when you leave said area?įaces that are outside of the camera frustum are not rendered.
#Culling particles blender trees how to#
So, If I have to have it on, I’d rather know how to use it.
![culling particles blender trees culling particles blender trees](https://www.blendernation.com/wp-content/uploads/2020/02/thumbBN-702x336.jpg)
![culling particles blender trees culling particles blender trees](https://docs.unity3d.com/560/Documentation/uploads/Main/treeeditor_trees.png)
I’d turn it off, but I have a first person view setup and when I turn it off from not using it, my camera wont show the arms of my player unless I move my camera far away from the player. My question is, is this basically the same as occlusion culling? Like, is everything out of my camera’s range of view not rendered? That’s the way I have it set up now and I’m trying different ways to make the frame rate go up while playing.Īlso, is using the particle system to place plants on land better performance wise than having individual plant objects (even if you use alt+d to have the data linked) placed throughout the land? Like, does BGE read the particle system as just using one object, even though it shows it randomly everywhere?Īnd what would be a good way to use occlusion culling in an open world type of game. I have a skybox, clouds, and a sun with a “track to” to my player, with the camera clipping ending at just after the skybox. It is (somewhat) pretty open, based on a shallow ocean with small plots of islands. However, I don’t want to switch scenes or load another level because I need seamless travelling. I’m getting to the point where my game is getting big.