Baldi's Basics Plus: NEW Custom "Occlusion Culling" System!

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Published on ● Video Link: https://www.youtube.com/watch?v=qzMZmm1wiGo



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#baldi #baldisbasics #baldisbasicsplus
Taken from the "Status Update #20 - Credits update (Please check your name!) and more!" on the Baldi's Basics Kickstarter page.
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OPTIMIZATIONS
Now time to get back into more technical details! One big thing I've just finished implementing is an occlusion culling system. Occlusion culling is a pretty standard technique used to improve performance in videogames, where objects that aren't visible to the camera have their renderers disabled, so the GPU doesn't waste time trying to render them. In most cases however, this can only easily be done with unchanging, premade scenes, in which case the information regarding which objects are visible from where is pre-calculated and then saved to be used later when the game is being played. This is because these calculations take a while to be made, and can't be done during gameplay.

So, since Baldi's Basics Plus loads all of its levels at runtime, I haven't been able to utilize the built in occlusion culling system. I've been meaning to make my own for a while and I finally have! Here's a video of it in action:

Check out the status update for yourself:
https://www.kickstarter.com/projects/193364415/baldis-basics-in-education-and-learning-full-game/posts/3830143







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