That's a question like 'What flour are you using? Wheat flour, Rye
flour or muffins?'

On 4/22/10, Harry Jeffery <harry101jeff...@googlemail.com> wrote:
> 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
>>> _______________________________________________
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>>>
>>>
>>>
>>>
>>>
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>>>
>>
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>
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