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Jun 19 2013 08:40 PM  Posts I've Made  In Topic: Frustum culling
using a KD-tree  14 June 2013 - 03:04 PM  Makes more sense...
Thank you Bacterius.  In Topic: Frustum culling using a KD-tree
10 June 2013 - 11:03 AM  Hey, thanks for the reply.  I am still
confused angry.png .   Say I build the kd-tree from scratch.  I
have N entities each with their own AABB bound.  Would I
construct the kd-tree using the position of the entities?  Or
should each point of the bounding boxes be used?  To me, a BVH
makes much more sense for frustum culling as the nodes represent
an AABB.  Same goes for structures like octrees for example. 
Each node represents an "area" in space.  With a kd-tree a node
represents a split in one dimension.  In Topic: rain  18 April
2013 - 02:43 PM  At Minigore 2 I did really cheap rain effect
using couple hundred simulated particles which was each rendered
as mesh that contai