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Bastiaan Olij | Godot Smoke and mirrors part 2 - Part 2: Hiding rooms based on player location @BastiaanOlij | Uploaded September 2019 | Updated October 2024, 1 hour ago.
In this episode I'll be explaining a few things about culling techniques.

Godot 3.x has limited support for automatic culling, something that is going to be rectified in Godot 4 but for which we'll need to implement our own solution for the time being.

I'll show how to implement a simple system that shows and hides rooms depending on player position in order to minimize rendering assets that are not in view

Links and credits:
- Godot: godotengine.org
- Oculus blog article: developer.oculus.com/blog/getting-started-with-the-open-source-game-engine-godot
- KidsCanCode FPS controller: youtube.com/watch?v=_55ktNdarxY
- Room assets: github.com/wburton95/Godot-FPS-Demo
- Godot arcade by Nuno Lopes: sketchfab.com/3d-models/godot-arcade-machine-bbdef7c9deeb4fc2b996702bd180d610
- Sci-fi fighter by CGPitbull: sketchfab.com/3d-models/free-sci-fi-fighter-dca1c832ee574e2fa2cdaa06515f66a9
- Sci-fi boxes by Luis Cherubini: sketchfab.com/3d-models/sci-fi-boxes-c83e557a4f5b43f6b2bfa45a3853e8c3
- Godot/Oculus demo project: github.com/GodotVR/godot-oculus-demo

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Godot Smoke and mirrors part 2 - Part 2: Hiding rooms based on player location @BastiaanOlij

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