Hello, i'm here thanks to gamedev.net. It was the facial animation support what brought me here... but i have donwloaded the sdk and haven't found a demo
. So, are you going to include one in the next subversion (0.7.1)?
Another thing that i'm interested is how you perform Hidden Surface Removal. In the features and in this thread you talk about Occlusion culling. I'm interested in learning HW Occlusion culling. More or less I understand the concepts... But i have some questions. In the engine's features you say:
"Occlusion culling for painless performance boosts without any need for precomputation or artist intervention like portal placement"
So, how you do choose the occluders? You make a descomposition of the scene/map level or what? Uses CSG?
And the question that i'm more interested in: how do you perform occlusion culling in indoors levels (for example quake4)? It's your algorithm as efficient as using portals or pvs? Do you make a space partion of the level?
And what about mixing indoors/outdoors levels?
So, can you give me a more detailed explanation of the occlusion algorithm that Horde3D uses?
Thanks a lot, first for your great engine and second for reading this message