Frustum Culling : completely disable gameobjects that are out of view and improve your frames. More info and links in the comments. v.redd.it/e0amrvvp12d81
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πŸ‘€︎ u/akheelos
πŸ“…︎ Jan 21 2022
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Is there someway to run a function whenever and object enters or leaves the camer's frustum/field of view?

I just need to run a small function whenever and object gets frustum culled. Sort of like the signal visibility_changed() but runs when object enters or leaves the frustum/field of view.

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πŸ‘€︎ u/Code_Monster
πŸ“…︎ Dec 16 2021
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Frustum Culling : completely disable game objects and their components when out of view and increase performance. Links in the comments. v.redd.it/wi3sgwkxdkz71
πŸ‘︎ 10
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πŸ‘€︎ u/akheelos
πŸ“…︎ Nov 14 2021
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View number tris visible only in camera frustum

Trying to determine the impact that LODs are having in my scene. Can anyone tell me what Console or menu option will show only the number of visible Tris in a level? This is the number visible only in the viewport or in a selected camera’s frustum.

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πŸ‘€︎ u/eco_bach
πŸ“…︎ Dec 29 2021
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Frustum Culling : Increase your frames and performance using this tool that disables game objects completely when they're not in view. Stop events, scripts, animations, sounds, basically any and all components on an object when not in view and re-enable on view, by disabling/enabling the object it assetstore.unity.com/pack…
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πŸ“…︎ Sep 03 2021
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Frustum Culling : improve performance by completely disabling game objects that are out of view or a certain distance. Links in the comments. youtu.be/6ff8VjfJ-fo
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πŸ‘€︎ u/akheelos
πŸ“…︎ May 31 2021
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Frustum Culling : completely disable game objects that're not in view. Links in the comments. youtu.be/6ff8VjfJ-fo
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πŸ‘€︎ u/akheelos
πŸ“…︎ May 05 2021
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Frustum Culling : improve your frames and completely disable game objects that are out of view and/or by distance. Links in the comments. youtu.be/6ff8VjfJ-fo
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πŸ‘€︎ u/akheelos
πŸ“…︎ May 17 2021
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Frustum Culling : completely disable game objects when not in view (link in comments) youtube.com/watch?v=6ff8V…
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πŸ‘€︎ u/akheelos
πŸ“…︎ Apr 12 2021
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Frustum Culling - Completely disable game objects that are not in view. Link in the comments. youtube.com/watch?v=6ff8V…
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πŸ‘€︎ u/akheelos
πŸ“…︎ Apr 12 2021
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Frustum Culling : Disable game objects out of view assetstore.unity.com/pack…
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πŸ‘€︎ u/akheelos
πŸ“…︎ Jan 11 2021
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Screen position out of view frustum SOLUTION

I was getting this error importing in the standard water assets for Unity. No thread seemed to give me a solution so I decided to try and tackle it myself to try and fix it, and it worked! So I'm just gonna be placing this here for any future Googlers.

This error seems to be thrown when the euler angles of a camera are 0. I'm not too well-informed on how graphics and rendering and such works, so I don't really know why this is a problem, but it is an easy fix. Here's how it looks in the Planar Reflection script for Unity's water assets.

You go from

    reflectCamera.Render();

to

if (reflectCamera.transform.eulerAngles != Vector3.zero)
            {
                reflectCamera.Render();
            }

This should theoretically work on any other scripts throwing this rendering error.

Happy coding!

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πŸ‘€︎ u/Kitria
πŸ“…︎ Jul 27 2020
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View frustum culling

SOLVED

Hello, I am trying to implement view frustum culling to be able to tell if a point is inside or outside the view for my project but I am probably doing something wrong. In all the articles I've seen (link 1,link 2), they multiply their projection matrix with their view matrix then extract the planes from that.I've done that but the resulting planes seems to be in clip space instead of world space, so i don't know how to calculate the distance between the plane and a point. here is a test project using glm:

#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <array>
#include <iostream>
#include "glm/gtx/string_cast.hpp"

using namespace glm;

struct Plane {
    vec3 normal;
    float d;

    void set(vec4 equation) {
        this->normal = vec3(equation.x, equation.y, equation.z);
        this->d = equation.w;
    }

    float distance(vec3 point) const {
        return (normal.x * point.x) + (normal.y * point.y) + (normal.z * point.z) + d;
    };
};

float width = 900;
float height = 600;
float aspect = width / height;
float fov = 90.0f;
float far_dist = 100;
float near_dist = 0.1;
mat4 view_mat = glm::inverse(mat4(1.0f));
mat4 projection_mat = glm::perspective(fov, aspect, near_dist, far_dist);
mat4 m = projection_mat * view_mat;
std::array<Plane, 6> planes;
std::array<std::string, 6> planes_names = {"left", "right", "bottom", "top", "near", "far"};

void printPlanesData() {
    for (int i = 0; i < planes.size(); ++i) {

        std::cout << '\n' << (std::to_string(i)) << " " << planes_names[i] << std::endl;

        std::cout << ("equation:" + std::to_string(planes[i].normal.x) + "a+" + std::to_string(planes[i].normal.y) +
                      "b+" +
                      std::to_string(planes[i].normal.z) + "c=" + std::to_string(planes[i].d)) << std::endl;

        std::cout << ("normal:(" + std::to_string(planes[i].normal.x) + "," + std::to_string(planes[i].normal.y) + "," +
                      std::to_string(planes[i].normal.z) + ")") << std::endl;
... keep reading on reddit ➑

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πŸ‘€︎ u/Captn-Goutch
πŸ“…︎ Mar 19 2020
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The Quantum Superposition Principle sounds a lot like a high resolution View Frustum, a concept used in video games that only renders the stuff the player can see, making living in a simulation seem more plausible.
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πŸ‘€︎ u/zimmwisdom
πŸ“…︎ Feb 01 2019
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I Built This Hierarchical View Frustum Culler! With DirectX 12, too! youtu.be/AdlMMs9HN-0
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πŸ‘€︎ u/Sanctumed
πŸ“…︎ Oct 19 2016
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[HELP!] Frustum Assertion failed: Screen position out of view of frustum

Hi all,

So, I know this is a common error: Frustum Assertion failed: Screen position out of view of frustum - but, I am getting this completely out of nowhere in a SteamVR project with VRTK. No matter what I do - replace the camera, deactivate/delete literally everything but the camera, reimport everything...it still happens.

Getting pretty frustumrated (haha) - does anyone have any advice?

thanks!

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πŸ‘€︎ u/trixiejackanapes
πŸ“…︎ Jun 02 2018
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Dual Cones for View Frustum Culling...

I haven't started developing for VR yet, but am already reading up on topics that I'm likely to come across. One question that I have is this:

Are most people still using rectangular view frustums for determining surface/object visibility (does Unreal/Unity use this method)?

Has anyone tried using dual-elliptical/circular cones instead (one cone per eye, capped at the near & far planes)?

Not only do I think the results will be better (fewer objects drawn), but the surface visibility algorithm itself may end up faster.

If designing an engine explicitly for VR and dual GPU use, I also think it may be possible to bin the geometry so it is only drawn for the appropriate eye(s), and on the appropriate GPU(s), thereby increasing the scalability of a dual GPU solution (do VR-based engines already do this with a rectangular frustum?).

Does anyone know of any research or examples of this technique?

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πŸ‘€︎ u/monogenic
πŸ“…︎ Dec 15 2015
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Screen position out of view frustum

I tried to make a pong game following this tutorial, however when i want to test the game it just shows a black screen. Its also giving me the following error: "Screen position out of view frustum (screen pos 751.000000, 0.000000, 1000.000000) (Camera rect 0 0 751 501) UnityEditor.DockArea:OnGUI()"

What does this mean?

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πŸ‘€︎ u/3k1aire
πŸ“…︎ Jul 18 2017
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Introduce my in-house game engine

Hello, I'm game developer from korea.

I wanna introduce my in-house game engine.

I just wanna share my works with peoples and talks about it....

I have been making in-house game engine for a year.

I'm trying make game engine easy to use like unity.

So I implemented many tools for beginner programmer.

For example,

Garbage Collector using c++ reflection ( https://youtu.be/wxZIGoTRcpo ). I think this can makes programmer free from managing memory leak.

or imgui integrated with c++ reflection. This is inspired from Unreal Engine. In Unreal Engine, you can modify variables value thorugh engine gui putting UPROPERTY to variable. I implemented same thing!!.

And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )

And I'm working to support DX11. ( Currently, Only OpenGL is supported )

Game Engine Video : https://youtube.com/playlist?list=PLUg9a0kyCgTR3OhYZYSMauDmjv6D96pVz

Game Engine Source Code Github : https://github.com/SungJJinKang/DoomsEngine

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πŸ‘€︎ u/DogCoolGames
πŸ“…︎ Jan 09 2022
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What is the effect called when a foreground object becomes transparent or invisible when it is between the camera and the player?

For some reason, it was stuck in my head that this was called Occlusion, but after some Googling, it seems Occlusion might be something totally different? Thanks for your help!

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πŸ‘€︎ u/gojirra
πŸ“…︎ Nov 18 2021
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Top down camera FOV

Hello everyone!
I have an idea to implement player's field of view, but using a top-down camera.

Idea is basically to have a vision cone, originating from player character's head, and expanding with a certain angle and distance (imagine a flashlight, or vision cone in some older stealth games).

Inside of that cone/frustum, player would be able to see normally, and get the most recent information about its surrounding, enemies, interactable etc.
Slightly outside of the cone, player would still have a peripheral vision, but the objects would be blurred, or made uncertain using some other technique.
Third section would be everything outside of those two, here only player's "memory" would be rendered, but the it would not include any information about the movable entities, or at least such information would be communicated through sounds and other non-visual cues.

Generally, this approach would be a no-brainer if the surrounding was dark, and player is carrying a flashlight or something similar.. but for example, if the environment is well lit, having a 360Β° vision would give player an unfair advantage.

My main question is, do you know any examples of a similar feature being implemented in some game (ideally top-down shooter/action-adventure)?

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πŸ‘€︎ u/aethronic_dz
πŸ“…︎ Dec 22 2021
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Real-time Core Image filtering + Core Animation on iOS

I'm obsessed with iOS's render stack, and over the years I sought a (relatively) easy way to employ Core Image filters in real time to UIKit views. Well, it's definitely possible, although it's not bug-free, and performance can be iffy depending on the filters used.

UIView hierarchy being filtered in real time using Core Image and SceneKit

I'm happy to provide some sample code if people are interested.

Here's the TL;DR:

  • Create a simple SceneKit scene
  • Set up an orthographic perspective camera for the scene
  • Use some simple math to compute the camera parameters such that its frustum is exactly the same size as the SCNView itself
  • Create a single SCNPlane (or any other geometry if you want some funky texture mapping)
  • Create an SCNNode and set its geometry to the plane created
  • Set the node's first material's diffuse contents to be your UIView
  • Add some CIFilters to the plane's filters array
  • Add the plane node to the scene's root node
  • After the view controller hosting the scene is loaded, you can optionally attach Core Animation animations to the plane node filters as well

I believe your best bet is to use the Metal rendering API for SceneKit, but OpenGL may still work.

As you can see in the video above, touch mapping should still work, regardless of the projection. Even while the scene is being filtered and morphed, touches are mapped correctly. Note that some UIKit views may not function exactly as intended, or touch interactions may be broken for some views.

Here's the longer explanation of what's going on:

For whatever reason, the Core Animation team still refuses to enable the native filters property on CALayer for iOS. I'm sure there are ample complexities involved with it, but in fact, iOS has already been using this property since iOS 7 using the private CAFilter class. Since then, I believe it is now actually using Core Image filters for much of the OS's real time blur effects. (Many Core Image filters are actually backed by the Metal Performance Shaders API.)

Anyway, there really is no good reason, in my opinion, for this API path to be blocked for developers. Core Animation, Core Image, AV Foundation, Metal, SceneKit, and some other APIs all have full support for IOSurfaces now, the crucial framework that has to exist for high-performance media tasks. In short, a surface is a shared pixel buffer across any number of processes. In graphics, cop

... keep reading on reddit ➑

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πŸ‘€︎ u/ciimage
πŸ“…︎ Jan 02 2022
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SERIOUS: This subreddit needs to understand what a "dad joke" really means.

I don't want to step on anybody's toes here, but the amount of non-dad jokes here in this subreddit really annoys me. First of all, dad jokes CAN be NSFW, it clearly says so in the sub rules. Secondly, it doesn't automatically make it a dad joke if it's from a conversation between you and your child. Most importantly, the jokes that your CHILDREN tell YOU are not dad jokes. The point of a dad joke is that it's so cheesy only a dad who's trying to be funny would make such a joke. That's it. They are stupid plays on words, lame puns and so on. There has to be a clever pun or wordplay for it to be considered a dad joke.

Again, to all the fellow dads, I apologise if I'm sounding too harsh. But I just needed to get it off my chest.

πŸ‘︎ 17k
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πŸ‘€︎ u/anywhereiroa
πŸ“…︎ Jan 15 2022
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Just because it's a joke, doesn't mean it's a dad joke

Alot of great jokes get posted here! However just because you have a joke, doesn't mean it's a dad joke.

THIS IS NOT ABOUT NSFW, THIS IS ABOUT LONG JOKES, BLONDE JOKES, SEXUAL JOKES, KNOCK KNOCK JOKES, POLITICAL JOKES, ETC BEING POSTED IN A DAD JOKE SUB

Try telling these sexual jokes that get posted here, to your kid and see how your spouse likes it.. if that goes well, Try telling one of your friends kid about your sex life being like Coca cola, first it was normal, than light and now zero , and see if the parents are OK with you telling their kid the "dad joke"

I'm not even referencing the NSFW, I'm saying Dad jokes are corny, and sometimes painful, not sexual

So check out r/jokes for all types of jokes

r/unclejokes for dirty jokes

r/3amjokes for real weird and alot of OC

r/cleandadjokes If your really sick of seeing not dad jokes in r/dadjokes

Punchline !

Edit: this is not a post about NSFW , This is about jokes, knock knock jokes, blonde jokes, political jokes etc being posted in a dad joke sub

Edit 2: don't touch the thermostat

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πŸ‘€︎ u/CzarcasmRules
πŸ“…︎ Jan 23 2022
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Blind Girl Here. Give Me Your Best Blind Jokes!

Do your worst!

πŸ‘︎ 5k
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πŸ‘€︎ u/Leckzsluthor
πŸ“…︎ Jan 02 2022
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I heard that by law you have to turn on your headlights when it’s raining in Sweden.

How the hell am I suppose to know when it’s raining in Sweden?

πŸ‘︎ 10k
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πŸ‘€︎ u/justshtmypnts
πŸ“…︎ Jan 25 2022
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Puns make me numb

Mathematical puns makes me number

πŸ‘︎ 9k
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πŸ‘€︎ u/tadashi4
πŸ“…︎ Jan 26 2022
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Petition to ban rants from this sub

Ants don’t even have the concept fathers, let alone a good dad joke. Keep r/ants out of my r/dadjokes.

But no, seriously. I understand rule 7 is great to have intelligent discussion, but sometimes it feels like 1 in 10 posts here is someone getting upset about the jokes on this sub. Let the mods deal with it, they regulate the sub.

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πŸ‘€︎ u/drak0ni
πŸ“…︎ Jan 24 2022
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French fries weren’t cooked in France.

They were cooked in Greece.

πŸ‘︎ 9k
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πŸ“…︎ Jan 20 2022
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This subreddit is 10 years old now.

I'm surprised it hasn't decade.

πŸ‘︎ 14k
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πŸ‘€︎ u/frexyincdude
πŸ“…︎ Jan 14 2022
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Why does Spider-Man's calendar only have 11 months?

He lost May

πŸ‘︎ 8k
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πŸ‘€︎ u/Toku-Nation
πŸ“…︎ Jan 26 2022
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When I was a single man, I had loads of free time.

Now that I listen to albums, I hardly ever leave the house.

πŸ‘︎ 7k
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πŸ‘€︎ u/porichoygupto
πŸ“…︎ Jan 25 2022
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You've been hit by
πŸ‘︎ 6k
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πŸ‘€︎ u/mordrathe
πŸ“…︎ Jan 20 2022
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I'm sick of you guys posting dumb wordplay in here for awards and upvotes.

Don't you know a good pun is its own reword?

πŸ‘︎ 11k
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πŸ‘€︎ u/diggitygiggitycee
πŸ“…︎ Jan 21 2022
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My 4 year oldest favourit joke, which he very proudly memorized and told all his teachers.

Two muffins are in an oven, one muffin looks at the other and says "is it just me, or is it hot in here?"

Then the other muffin says "AHH, TALKING MUFFIN!!!"

πŸ‘︎ 9k
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πŸ‘€︎ u/smoffatt34920
πŸ“…︎ Jan 22 2022
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So my mom is getting her foot cut off today.. (really)

We told her she can lean on us for support. Although, we are going to have to change her driver's license, her height is going down by a foot. I don't want to go too far out on a limb here but it better not be a hack job.

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πŸ‘€︎ u/Slimybirch
πŸ“…︎ Jan 27 2022
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Dropped my best ever dad joke & no one was around to hear it

For context I'm a Refuse Driver (Garbage man) & today I was on food waste. After I'd tipped I was checking the wagon for any defects when I spotted a lone pea balanced on the lifts.

I said "hey look, an escaPEA"

No one near me but it didn't half make me laugh for a good hour or so!

Edit: I can't believe how much this has blown up. Thank you everyone I've had a blast reading through the replies πŸ˜‚

πŸ‘︎ 20k
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πŸ‘€︎ u/Vegetable-Acadia
πŸ“…︎ Jan 11 2022
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What starts with a W and ends with a T

It really does, I swear!

πŸ‘︎ 6k
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πŸ‘€︎ u/PsychedeIic_Sheep
πŸ“…︎ Jan 13 2022
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I implemented Masked SW Occlusion Culling in my in-house game engine

I'm making in-house game engine..

For performance, I implemented many culling tech..

Multithreaded View Frustum Culling from Frostbite Engine of EA Dice ( https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice , and Distance Culling from Unreal Engine...

And I finally implemented Masked SW Occlusion Culling from Intel !!

You can see at here : https://www.youtube.com/watch?v=tMgokVljvAY&ab_channel=%EA%B0%95%EC%84%B1%EC%A7%84

you can check reference paper at here : https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf

This is my in - house game engine repo : https://github.com/SungJJinKang/DoomsEngine

And this is library integrating many culling methods into one system : https://github.com/SungJJinKang/EveryCulling

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πŸ‘€︎ u/DogCoolGames
πŸ“…︎ Jan 08 2022
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