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About 1M entities! #475472
12/12/18 15:58
12/12/18 15:58
Joined: Feb 2003
Posts: 146
RP China
2
20BN Offline OP
Member
20BN  Offline OP
Member
2

Joined: Feb 2003
Posts: 146
RP China
Hi all.

How to judge an entity within the visible range of the screen?
I need to hide the occluded entity.

My initial idea was to define the ENTITY* XX[######] and determine the location of the camera to set INVISIBLE entities outside the scope.

I want a way like Minecraft, but for MDL entities is not FACE.

Thanks.

Re: About 1M entities! [Re: 20BN] #475475
12/12/18 17:32
12/12/18 17:32
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
CLIPPED eflag is set when an entity is out of the view range, but I am afraid it will not help you. 1 million entities is crazy.

Re: About 1M entities! [Re: txesmi] #475478
12/13/18 07:29
12/13/18 07:29
Joined: Feb 2003
Posts: 146
RP China
2
20BN Offline OP
Member
20BN  Offline OP
Member
2

Joined: Feb 2003
Posts: 146
RP China
Originally Posted By: txesmi
CLIPPED eflag is set when an entity is out of the view range, but I am afraid it will not help you. 1 million entities is crazy.


Thanks.

if in view range but player can't see, How to judge?

Re: About 1M entities! [Re: 20BN] #475480
12/13/18 12:30
12/13/18 12:30
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
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Ayumi  Offline
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Joined: Oct 2008
Posts: 679
Germany
You should use regions (A8) to load data.
If objects are clipped, you can check by vec_dist (i understand right?)

Re: About 1M entities! [Re: 20BN] #475482
12/13/18 13:16
12/13/18 13:16
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Posts: 1,337
Hiporope and its pain
As far as I know it is not possible. It is too expensive. It needs some sort of level cutting data to work with and make the process cheaper. The point is that if you check a million entities in order to do something with them, just a little complexity in the process will kill the frame rate for sure. That is the main role of any engine anyway. The proffesional edition has the BSP tree and regions, but I doubt they could be efficiently applied to any level. On the contrary, the level must be designed with those tools in mind. If I am not wrong, the engines BSP tree is an octree.


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