I’m getting to the point where my game is getting big. However, I don’t want to switch scenes or load another level because I need seamless travelling. It is (somewhat) pretty open, based on a shallow ocean with small plots of islands. I have a skybox, clouds, and a sun with a “track to” to my player, with the camera clipping ending at just after the skybox. My question is, is this basically the same as occlusion culling? Like, is everything out of my camera’s range of view not rendered? That’s the way I have it set up now and I’m trying different ways to make the frame rate go up while playing.
Also, is using the particle system to place plants on land better performance wise than having individual plant objects (even if you use alt+d to have the data linked) placed throughout the land? Like, does BGE read the particle system as just using one object, even though it shows it randomly everywhere?
And what would be a good way to use occlusion culling in an open world type of game. I’d turn it off, but I have a first person view setup and when I turn it off from not using it, my camera wont show the arms of my player unless I move my camera far away from the player. So, If I have to have it on, I’d rather know how to use it. Second, is occlusion culling better for performance than using an “add object” actuator when an area senses you and a “end object” when you leave said area?