Occlusion culling Feature
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
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
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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