Thanks for the link, I am writing my own engine atm and am  at the map  
editor point and reading how the pros do it is always nice. Not using  
bsp because my game is chunk based with random layouts, but still.  
Great link since learning about binary space partition trees is always  
useful. There is another article as well I'll try to find, which was  
written by some Id guys and other randoms.

~Ryan

On Apr 20, 2010, at 4:43 PM, "Adam \"amckern\" McKern" <amck...@yahoo.com 
 > wrote:

> If you want an understanding of the BSP PVS (CSG), i would recommend  
> that you read 'the master of doom - it has a fair amount of a  
> chapter discussing how the BSP format was chosen for FPS, and how  
> PVS works with-in it.
>
> There is also a MASSIVE discussion of BSP at the VMEX website - 
> http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Wed, 21/4/10, Colm Sloan <colmsl...@gmail.com> wrote:
>
> From: Colm Sloan <colmsl...@gmail.com>
> Subject: [hlcoders] A more detailed picture of the Potentially  
> Visible Set (PVS)
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com 
> >
> Received: Wednesday, 21 April, 2010, 5:29 AM
>
> I'm doing some research on virtual visual environments. I believe  
> that the
> PVS contains the estimated set of objects (geometry) that may be  
> visible to
> the player. I was wondering if there was an Actual Visible Set that  
> contains
> only the objects that the player really can see. If there isn't,  
> would it be
> difficult to create such a set? Hopefully, I wouldn't have to do any
> ray-tracing or anything. Also, is there a short way of getting the  
> number of
> objects visible on the screen? I think I've seen this before in some  
> area
> portal tutorial where the guy had objects shown as wire meshes.
>
> Thanks
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