Path: chuka.playstation.co.uk!news From: "Omar" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Fast dynamic TMDs Date: Wed, 8 Aug 2001 20:41:40 -0400 Organization: PlayStation Net Yaroze (SCEE) Lines: 12 Message-ID: <9ksmdr$4at10@www.netyaroze-europe.com> References: <9ks340$4at4@www.netyaroze-europe.com> NNTP-Posting-Host: 1Cust153.tnt2.farmington.mi.da.uu.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2919.6600 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2919.6600 i haven't done it, but i'm pretty sure that games with big levels are broken up into multiple TMDs, and then you can do a view frustum test to see which TMDs are in the view plane and draw only those. if the landscape is complex, you can also test to see which objects are overlapped by others and out of your view. i really wanted to try it out on my current game, but the code listing to do that was kinda lengthy, plus it used floating point variables, ...plus my level wasn't complex enough to make good use of the process. it would be a good experiment though. -Omar