Any progress on the map occlusion thread?

Blitz3D Forums/Blitz3D Programming/Any progress on the map occlusion thread?

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I think there is no generic occlusion solution. instead for every game design style and method an individual occlusion method is required. Outdoor requires LODing , probably even use sprites for distant Things I also used to read dot3 is also used for complex shapes of archithecture, mapped on simple quads. For indoor games it depends on the Geometry as well as on the Mesh Properties. Each brush a singe mesh, so they can be hidden quickly, based on some visibility lookup tables? or assemble the visible Parts of a mesh in realtime, each frame from scratch (like some single surface systems)?

there can't be a good occlusion if the geometry is completely "wrong". There shouldn't be large rooms with lots of details and stuff inside. This simply cannot be hidden.

There is a simple method to get very good results: make shure each room and gangway is never longer than say 50 units. you can make S-shaped corridors etc, but just make shure the viewrange is never greather than 50. This way you can set the CameraViewRange to 50, this will speed things up dramaticly. This mehtod is limiting the artistic freedom of the enviroment designer quiet a lot but it might be a good choice for beginners.