Per-landblock AABB culling against the view frustum. Each loaded landblock has a 192×192 XY footprint + a Z range derived from the terrain vertex min/max (padded +50 above / -10 below for entities on top and basements). One AABB test per landblock per frame; landblocks fully outside the frustum skip ALL their terrain draws and entity draws (both opaque and translucent passes). GpuWorldState gains SetLandblockAabb + LandblockEntries (per-landblock iteration with AABB data). TerrainRenderer.Draw and StaticMeshRenderer.Draw both accept an optional FrustumPlanes and skip culled landblocks. GameWindow.OnRender extracts FrustumPlanes from camera.View * camera.Projection and passes to both. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| .. | ||
| AcDream.App | ||
| AcDream.Cli | ||
| AcDream.Core | ||
| AcDream.Core.Net | ||
| AcDream.Plugin.Abstractions | ||
| AcDream.Plugins.Smoke | ||