I don't wanna discourage you, but making a game like PES is a very hard job. Believe, I've once had an attempt at it and it's really not an easy task. Having everything controlled by animation is the easiest way to go, but people will hate the game and still go for FIFA or PES.
But if you still want an answer, here it is. I'm not sure if GLScene has any decent culling mechanism implemented, but the one I'd go for if I were you is, like chronozphere suggested, frustum culling. Here's the implementation I used (whoa, I didn't even know I had such an old code anywhere yet lol):
Code:
{
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}
unit UFrustum;
interface
uses
// -- Headers --
dglOpenGL,
// -- Base Units --
GeometryBB, VectorGeometry;
const
Right = 0;
Left = 1;
Bottom = 2;
Top = 3;
Back = 4;
Front = 5;
type
{ .: TBrainFrustum :. }
TBrainFrustum = class(TObject)
private
{ Private declarations }
FFrustum: array[0..5] of THmgPlane;
public
{ Public declarations }
procedure Calculate();
function PointInFrustum(V: TAffineVector): Boolean;
function SphereInFrustum(Sphere: TBSphere): Boolean;
function BoxInFrustum(Box: TAABB): Boolean;
end;
implementation
{ TBrainFrustum }
function TBrainFrustum.BoxInFrustum(Box: TAABB): Boolean;
var
I: Integer;
begin
Result := False;
with Box do
for I := 0 to 5 do
begin
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * min[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * min[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * min[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
if ((FFrustum[I][0] * max[0]) + (FFrustum[I][1] * max[1]) +
(FFrustum[I][2] * max[2]) + FFrustum[I][3] > 0.0) then
continue;
exit;
end;
Result := True;
end;
procedure TBrainFrustum.Calculate;
var
ProjM, ModM, Clip: array[0..15] of Single;
begin
glGetFloatv(GL_PROJECTION_MATRIX, @ProjM);
glGetFloatv(GL_MODELVIEW_MATRIX, @ModM);
Clip[0] := ModM[0] * ProjM[0] + ModM[1] * ProjM[4] + ModM[2] * ProjM[8] +
ModM[3] * ProjM[12];
Clip[1] := ModM[0] * ProjM[1] + ModM[1] * ProjM[5] + ModM[2] * ProjM[9] +
ModM[3] * ProjM[13];
Clip[2] := ModM[0] * ProjM[2] + ModM[1] * ProjM[6] + ModM[2] * ProjM[10] +
ModM[3] * ProjM[14];
Clip[3] := ModM[0] * ProjM[3] + ModM[1] * ProjM[7] + ModM[2] * ProjM[11] +
ModM[3] * ProjM[15];
Clip[4] := ModM[4] * ProjM[0] + ModM[5] * ProjM[4] + ModM[6] * ProjM[8] +
ModM[7] * ProjM[12];
Clip[5] := ModM[4] * ProjM[1] + ModM[5] * ProjM[5] + ModM[6] * ProjM[9] +
ModM[7] * ProjM[13];
Clip[6] := ModM[4] * ProjM[2] + ModM[5] * ProjM[6] + ModM[6] * ProjM[10] +
ModM[7] * ProjM[14];
Clip[7] := ModM[4] * ProjM[3] + ModM[5] * ProjM[7] + ModM[6] * ProjM[11] +
ModM[7] * ProjM[15];
Clip[8] := ModM[8] * ProjM[0] + ModM[9] * ProjM[4] + ModM[10] * ProjM[8] +
ModM[11] * ProjM[12];
Clip[9] := ModM[8] * ProjM[1] + ModM[9] * ProjM[5] + ModM[10] * ProjM[9] +
ModM[11] * ProjM[13];
Clip[10] := ModM[8] * ProjM[2] + ModM[9] * ProjM[6] + ModM[10] * ProjM[10] +
ModM[11] * ProjM[14];
Clip[11] := ModM[8] * ProjM[3] + ModM[9] * ProjM[7] + ModM[10] * ProjM[11] +
ModM[11] * ProjM[15];
Clip[12] := ModM[12] * ProjM[0] + ModM[13] * ProjM[4] + ModM[14] * ProjM[8] +
ModM[15] * ProjM[12];
Clip[13] := ModM[12] * ProjM[1] + ModM[13] * ProjM[5] + ModM[14] * ProjM[9] +
ModM[15] * ProjM[13];
Clip[14] := ModM[12] * ProjM[2] + ModM[13] * ProjM[6] + ModM[14] * ProjM[10] +
ModM[15] * ProjM[14];
Clip[15] := ModM[12] * ProjM[3] + ModM[13] * ProjM[7] + ModM[14] * ProjM[11] +
ModM[15] * ProjM[15];
FFrustum[Right][0] := Clip[3] - Clip[0];
FFrustum[Right][1] := Clip[7] - Clip[4];
FFrustum[Right][2] := Clip[11] - Clip[8];
FFrustum[Right][3] := Clip[15] - Clip[12];
NormalizePlane(FFrustum[Right]);
FFrustum[Left][0] := Clip[3] + Clip[0];
FFrustum[Left][1] := Clip[7] + Clip[4];
FFrustum[Left][2] := Clip[11] + Clip[8];
FFrustum[Left][3] := Clip[15] + Clip[12];
NormalizePlane(FFrustum[Left]);
FFrustum[Bottom][0] := Clip[3] + Clip[1];
FFrustum[Bottom][1] := Clip[7] + Clip[5];
FFrustum[Bottom][2] := Clip[11] + Clip[9];
FFrustum[Bottom][3] := Clip[15] + Clip[13];
NormalizePlane(FFrustum[Bottom]);
FFrustum[Top][0] := Clip[3] - Clip[1];
FFrustum[Top][1] := Clip[7] - Clip[5];
FFrustum[Top][2] := Clip[11] - Clip[9];
FFrustum[Top][3] := Clip[15] - Clip[13];
NormalizePlane(FFrustum[Top]);
FFrustum[Back][0] := Clip[3] - Clip[2];
FFrustum[Back][1] := Clip[7] - Clip[6];
FFrustum[Back][2] := Clip[11] - Clip[10];
FFrustum[Back][3] := Clip[15] - Clip[14];
NormalizePlane(FFrustum[Back]);
FFrustum[Front][0] := Clip[3] + Clip[2];
FFrustum[Front][1] := Clip[7] + Clip[6];
FFrustum[Front][2] := Clip[11] + Clip[10];
FFrustum[Front][3] := Clip[15] + Clip[14];
NormalizePlane(FFrustum[Front]);
end;
function TBrainFrustum.PointInFrustum(V: TAffineVector): Boolean;
var
I: Integer;
begin
Result := False;
for I := 0 to 5 do
if (FFrustum[I][0] * V[0] + FFrustum[I][1] * V[1] + FFrustum[I][2] * V[2] +
FFrustum[I][3] <= 0.0) then
exit;
Result := True;
end;
function TBrainFrustum.SphereInFrustum(Sphere: TBSphere): Boolean;
var
I: Integer;
begin
Result := False;
for I := 0 to 5 do
if (FFrustum[I][0] * Sphere.Center[0] + FFrustum[I][1] * Sphere.Center[1] +
FFrustum[I][2] * Sphere.Center[2] + FFrustum[I][3] <= -Sphere.Radius) then
exit;
Result := True;
end;
end.
To use it, every object on the scene must have a bounding box calculated. Then you can use the BoxInFrustum function to check if a box is inside the viewing frustum. If it is, then it should be displayed. If it's not, hide it.
Calculating the frustum should be done using the Calculate method every time a camera is updated (i.e. moved). It's no use calculating the frustum every frame, because there may be moments when camera is static and it's pointless to re-calculate it.
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