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    1. COthanks for your input. Actually I am creating terrains by connecting lines and curves using simple box2d by using b2PolygonShape SetAsEdge method in which I have given fixed values to generate those terrain lines at that position. What I am getting by your answer is that I should check that point where two lines get clipped and I should check that to destroy previous sprite and generate next one. But I need to generate the terrains on runtime as well. What should I do for that? Plus tell me what is Ray's Clipping method? Any link for that?
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    2. COSo, you're essentially looking for something to cull the polygons to only display what's in your viewport? By Ray's clipping method, I was referring to the [RayWenderlich](http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1) link you posted. Is your concern about this method that it only applies to the terrain and not to other dynamic objects?
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    3. COYes exactly! Actually this method can only give me control on the vertices because in this tutorial Ray is generating terrains with the loop of hill vertices. I am using simple Box2d Polygon SetAsEdge way to create a ground on my 'terrain sprite'. Extremely manual stuff. groundBox.SetAsEdge(b2Vec2(-250/PTM_RATIO,200/PTM_RATIO),b2Vec2(-250/PTM_RATIO,50/PTM_RATIO)); groundFixtureDef.shape = &groundBox; groundBody->CreateFixture(&groundBox,0); This is the code which generates my terrain's lines and I have to use it dynamically with sprites on different positions.
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