I attempted to use view frustum culling to reduce the number of polygons being sent to 
the video card. Under my first implementation, I am using one Behavior that wakes up 
each frame and updates the frustum planes. And I am using one Behavior for each object 
that wakes up each frame, gets the current position of the associated object in the 
virtual world, and culls it against the view frustum. As you might of guessed, as the 
number of objects increased (exactly the situation when you want to cull objects), so 
does the number of Behaviors used to decide if an object should be culled, often 
making the application run slower than if no culling was done at all.

Is there a better way to cull objects against a view frustum each frame without using 
Behaviors (or maybe using Behaviors in a more efficient way)?

Sean

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