Any progress on the map occlusion thread?

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

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Even without Quill3D, if you construct an indoor level by using a single mesh per room it is then simple to make your own occlusion system.

I always use the method which is the simplest BUT one that also achieves the required performance.

A simple 'occlusion' system can be achieved by keeping a list of which rooms are visible to each other can be effective enough.

Sometimes all you need is a list of which rooms are possibly visible from the one the camera is in and just render those in near to far order, to take advantage of the z buffer.

Other times this may not be enough and you may need to use portals to check which rooms are actually visible, it all depends on how many surfaces/meshes you are having to render.

The two methods above I suppose could be called generic methods so I agree that a generic method may suffice for many games.