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Comment by avaldez_

Not specifically physics engines but graphics engines use "hidden surface determination" to avoid rendering what's outside the camera view. Frustrum culling, occlusion culling, LOD optimization, space-partition based clipping, etc. This video does an amazing job explaining some of those. https://youtu.be/C8YtdC8mxTU (highly recommended channel too)
parent avaldez_ 2 years ago

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