Timeline for How do I efficiently determine what objects are visible to a camera?
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 11, 2019 at 17:47 | answer | added | Jon | timeline score: 0 | |
| Sep 11, 2019 at 16:22 | answer | added | Jordan LaPrise | timeline score: 0 | |
| Nov 14, 2015 at 15:56 | history | tweeted | twitter.com/StackGameDev/status/665558964218785794 | ||
| Jun 14, 2015 at 21:11 | comment | added | Alan Wolfe | Many games will still run logic for entities if they are off camera, but will only do so for a limited amount of time (a few seconds). This is useful for the case when your camera moves back and forth within a relatively short amount of time - it will seem like things are still happening off screen even though they aren't. Unreal engine does this with skeletal animated models for instance! | |
| Mar 16, 2015 at 16:36 | comment | added | jhocking | closely related (almost duplicate) gamedev.stackexchange.com/questions/16306/… | |
| Oct 17, 2014 at 13:51 | comment | added | Anko | You haven't mentioned: Is your game 2D or 3D? | |
| Oct 17, 2014 at 13:50 | history | edited | Anko | CC BY-SA 3.0 | Clarified by rearranging. Removed java tag because the question seems language-agnostic. |
| Oct 17, 2014 at 13:07 | review | Close votes | |||
| Oct 17, 2014 at 13:50 | |||||
| Apr 20, 2014 at 6:53 | answer | added | user30331 | timeline score: 1 | |
| Apr 19, 2014 at 17:22 | answer | added | Lasse | timeline score: 1 | |
| Apr 19, 2014 at 16:20 | history | asked | Zaphyk | CC BY-SA 3.0 |