Optimizing Isometric RTS Performance With Frustum Culling
Amine Rehioui shared his approach.
Game Developer Amine Rehioui shared his optimization method for an isometric RTS by splitting the map into sectors and performing frustum culling. While Unity already provides solid built-in culling, he felt it was insufficient for very large maps.
Amine emphasizes that game logic and rendering should be fully decoupled, because even if a sector is invisible, its entities still need to perform their logic. The minimap also needs special attention: make sure you turn off culling when rendering it, otherwise you will have missing sectors like in the video.
You can read more about Amine's approach and the results achieved here. He's currently working on Powerplay, where you will manage the economy and the military strategy of an industrial nation:
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