Game Development Reference
In-Depth Information
Culling and clipping are used in most modern video games. It is a very important
concept because it can give you significant performance gains. The more objects
there are in your game world, the longer it will take the computer to loop through and
draw every single one of them. So, clipping can save a lot of time.
This is not the only way of limiting what gets drawn in each frame though. There are
other methods used in many games to make sure that objects are not drawn unne-
cessarily. For example, if there is a wall or other obstruction between the player and
an object, we don't need to draw that object since the player can't see it anyway (un-
less, of course, there is a window or something). This is a little trickier to do. The
point is that like with most things, there is more than one way to get the job done.
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