Entity Culling Fabric/Forge

Entity Culling Fabric/Forge

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[Suggestion] Consider adding slabs and stair shapes to the occluder

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commented

As far as i can see with the debug mode enabled in the config, slabs and stairs are not considered occluding shapes, which results in a lot more entites being rendered in smaller builds

commented

This is not planned for now, maybe in the future with a rewrite that uses spacial partitioning. With the current implementation, this is not possible (cache would need to be 8 times as big, and every ray multiple times as long, that would nuke performance, more than the gain from culling).