stride3d / stride3d/stride

Occlusion culling Feature

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#2,420 2 comments 0 reactions 0 assignees View on GitHub

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enhancement
Dominant language
C#
Stars
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Forks
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Avg merge
2d 17h
Merged PRs (30d)
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Description

Is your feature request related to a problem? Please describe.
Yeah it'S related to the game performance in large 3d scene that are in closed buildings

Describe the solution you'd like
adding occlusion culling to the engine will probably increase performance and make it easier to optimize 3d scenes

Describe alternatives you've considered
loading different chunks works well but still oclusion culling is a good feature to have

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The issue names no files, tests, or entry points. Start by investigating the engine's existing rendering and chunk-loading implementation, then define how occlusion culling should work for large enclosed 3D scenes and how its performance impact will be measured. Done requires an agreed design, implementation, and coverage for the relevant rendering cases.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev, performance
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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