I am using DirectX atm, but will be switching over to OpenGL for portability
reasons.
On another note, I like muffins, but only when I make them myself. ;)

On Thu, Apr 22, 2010 at 4:02 PM, David Kraeutmann <da...@davidkra.net>wrote:

> 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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> >>> archives, please visit:
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> >>>
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
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>


-- 
~Ryan ( skidz )
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