Original Post
I'm writing a 3D game engine (or maybe should call it "wrapper"), and in this stage i've some questions, regarding tothe engine design: 1. When culling objects (so they arent called for render) should they still be fully updated in the frame in anything else, like its matrices, position/state/mode variables, or just some key variables? I mean, what do you do when culling objects off screen? In mine engine, i call each frame a update() method for each object, that updates its variables according to input and time, and then call render() just if it hasnt been culled. 2. Also about rendering objects, is it common to have some kind of a render manager, wich all objects to be rendered should regist themselfs, and then these manager culls some objects out rendering the remaining ones, doing also maybe some sort of optimizations, like agroupping those who use the same directx render states (avoiding been constantly changing states)? This is just an idea I had, currently i havent implemented nothing like this, so how do you manage this problem of rendering many objects? thanks for reading this