Yes, frustum culling is included. Everything is rendered using VBOs to get a high transfer rate.
One of the features that is missing is hardware instancing for things like vegetation. Another feature that would be important is terrain rendering.
There is very experimental (and slow) support for occlusion culling.
All in all: There is much work to do to get the 3D renderer competetive.
The current system has two different renderers: The fixed function and the GLSL based renderer.
It would be possible (and probably very useful) to implement a deferred renderer as well.
Most of my current work is focused on the script interface and refactoring and documenting the existing engine.
Im pretty cool with what we got so far.Because if Im to make a 3d game it would be something like Doom or Wolfstain or something 2.5D roguelike.So stuff back from 2005 or so,nothing fancy.But all this after Ill add more to the 2D.Thanks for your answer.Also Im looking forward to see more doc on how things are aranged inside the engine.I have not took a deaply look into it yet…
Quick question! If you download the project demo YoFrankie and use it from Maratis you`ll see that the logs are falling much more faster(realistic).And also the loading time on Neo is slower.Any ideas why?
Edit 1: If you download BoxesRoom youll see that the loading time takes ages and finally itll crash.
This reply was modified 6 years, 6 months ago by Mury.
It depends. If you compiled the debug version all compiler optimizations get turned off for example. Another difference could be that the texture and sound loaders were rewritten to be independent of DevIL since that does not run on Android. There is nothing else that made a huge change to how levels, scenes and all the data are handled.