Out of curiosity which library are you coding the graphics in? DirectX, OpenGL or something like Ogre?
On 22 April 2010 20:07, Ryan Sheffer <darksk...@gmail.com> wrote: > 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 >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders