Keeping Busy
Wow, I haven’t worked on my engine in 7 weeks! But now that work is out for Corona prevention, I’m trying to re-engage and keep busy.
Today I spent a couple hours remembering where I was and finishing off some camera work I needed. Specifically, where I left off in January was trying to get the camera frustum planes and check if a point is in the frustum or not. There was a blatant error in my Vector3 dot product, so I fixed that. I also spent a while debugging a cross product issue. I was unaware that if you use the standard formula for computing the cross product, you need to negate it if you are working in a left-handed system.
With those issues sorted out, I’ve added a simple check in my SceneStreamSystem to check which actors are in-view and which aren’t. Tomorrow I’ll start on determining which of my scene tiles should be in view and creating renderables for them.











