The Occlusion challenge

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Yep. I agree, occlusion will also allow some massive polygon game worlds to be present but because of the occlusion you will only need to render a small part of that game world, hence a small number of polys ( or entities ).

A technique I'm working on at the moment which is suitable for indoor game worlds is doing all the occlusion in a pre-processed fashion using manually placed portals. You can store all the vis data in a list ( adjacency list ). Each element of the list could be a seperate entity ( room for eg. ) that stores adjacency info ( that is other entities that are visible from this one ). Then, in game, look at what entity the player is in and refer to the adjacency list to render the other potential visible rooms. Blitz will cull entities out of camera shot for you. It would be quicker to access a memory data than doing all those EntityInView/EntityVisible ( internal matrix bashing ) checks.

Food for thought :)