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Dark GDK .NET / Backfacing

Years of Service
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Joined: 3rd Oct 2011
Location: Under a Bridge
Posted: 12th Jul 2013 13:04
In my game, the polygon count can get a bit extreme in certain situations, namely with multiple actors onscreen at once. To circumvent this, I'm planning on trying to prevent the game from displaying any polygons that are not visible from the character's viewing angle via occlusion culling. However, I do not know how to practically implement such a technique into my game.

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