Frustum culling with third person camera

Posted by Christian Frantz on Game Development See other posts from Game Development or by Christian Frantz
Published on 2013-06-27T04:14:35Z Indexed on 2013/06/27 4:32 UTC
Read the original article Hit count: 345

Filed under:
|
|
|

I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method?

    public void CameraUpdate(Matrix objectToFollow)
    {
        camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up);
        camTarget = objectToFollow.Translation;

        view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up);
    }

Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from?

After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

© Game Development or respective owner

Related posts about XNA

Related posts about c#