Visibility System
WIP — Not yet implemented
This subsystem is planned but does not exist in the engine yet. Everything is assumed visible if the demo chooses to draw it.
Planned features
Visibility component
A Visibility flag component that controls whether an entity is drawn. Combined with inherited visibility, toggling a parent off would hide all children.
Frustum culling
SafiMesh already stores an AABB (aabb_min / aabb_max) in the mesh header. A frustum culling system would test each entity's world-space AABB against the active camera's frustum and skip draw calls for off-screen geometry.
Render layers / masks
A bitmask on both cameras and renderable entities, allowing selective rendering — e.g. a minimap camera that only sees terrain, or a UI camera that only sees HUD elements.
See also
- Camera
- Transform
SafiMesh— stores AABB- Render Overview