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XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 2 ■ SETTING UP DIFFERENT CAMERA MODES IN YOUR 3D WORLD
111
2-10. Use a Quadtree to Hide Parts of a Grid
That Are Not in Sight
The Problem
Terrain rendering is one of the most elementary parts of creating a game. However, using the
approachdescribedinrecipe5-8,youwillnotbeabletocreatehugeterrainswithoutnoticing
severe drops in your frame rate.
The Solution
You can ease the workload of rendering a large terrain by using a quadtree. This is similar to an
octree, because you will keep dividing your terrain into smaller quads until all of these quads
are no larger than a specified size.
SuchaprocessinshownontheleftsideofFigure2-13.A16 ...
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Publisher Resources

ISBN: 9781430218555Purchase Link