Re:Speeding Up a Fat Web Client
by curmudgeon9 on Sunday October 22, 2017 @10:25PM
(#15530248)
What they're doing isn't even occlusion culling. It's frustum culling.
https://docs.unity3d.com/Manual/OcclusionCulling.html
edit: I wouldn't even call it frustum calling since I don't think frustum culling makes much sense in a retained mode API (the frustum culling happens when rendering the retained mode representation through the underlying immediate mode API). 'Level of detail' maybe.
Re:Speeding Up a Fat Web Client
by Brajeshwar on Sunday October 22, 2017 @10:03PM
(#15530171)
For one of our client, Adya[1], our team at Alaris Prime[2] implemented the very same idea for the web. It is a file manager that displays a huge list of folders/files from multiple clouds (file storage) providers. We needed a fast-loading, smooth UX and way to do it was to move things around as little as possible - only the visible viewport of the user's browser.
We should be writing a case study on it but never got around to doing it.
Yes, lots of things also use "virtual scrolling"
Re:Speeding Up a Fat Web Client
by TrickyRick on Monday October 23, 2017 @03:18AM
(#15531327)
iOS (And probably Android nowadays as well) list views is another example where it's been used for a long time.
I don't have any proof handy, but I imagine this was leveraged in areas outside of gaming.
Spreadsheets seem likely to have used this, for example.