Binary space partitioning

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2D Range Searching

I have a 2D jump'n'run browser game based on SVG, whereby the entire game-world is included in one huge svg (28px * 16000px, ~3.5MB). Unfortunately is rendering kind of too complex and the browsers ...
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1answer
105 views

How do I load BSP files in Android?

I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?
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1answer
174 views

About Octrees Usage

I'm studying about Octrees since I've read they're used to organize my elements in space, but I couldn't find any practical example so I'm kinda lost as to their use. From what I could understand, ...
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1answer
304 views

3D BSP rendering for maps made in 2d platform style

I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render ...
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1answer
479 views

Level/Map file creation and processing with OpenGL

How do levels/maps work in the game development world? Counter strike, which is a popular FPS that uses OpenGL as it's graphics library, has it's levels/maps created as *.bsp files. How do you create ...
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0answers
277 views

Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game? [closed]

First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game. The legality part ...
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1answer
145 views

Books that discuss practical rendering techniques? [closed]

I'm looking for some books that discuss practical rendering topics like say rendering a bsp level or md2/3 mode, making a little quake like game as the goal or something to that effect. Any ...
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3answers
2k views

Scene graphs and spatial partitioning structures: What do you really need?

I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities ...
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1answer
230 views

A* and Space partitioning

I'm planning on implementing A* in my game for pathfinding, I understand the basics of how the algorithm works but I was wondering, other than finding the start and end nodes Are there any benefits to ...
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2answers
566 views

OpenGL lighting engine for BSP geometry

I am trying to figure out the best way to go about creating a lighting engine for an old game format with BSP based geometry. I have all the relevant information about the light, ...
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2answers
531 views

Need advice for 3D BSP based graphics engine

I have coded myself a OpenGL BSP viewer for an old game format. It is very similar to the Quake 3 file format. Because my interest is developing graphics engines, I want to be developing while looking ...
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2answers
179 views

Help computing visibility in old 3d game format

I am trying to compute visibility in an old 3d file format. I am using a BSP tree have finally gotten everything built and traversable. Now I don't have any sort of PVS, potentially visible set to ...
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2answers
735 views

Engine with Terrain and Indoor Areas (BSP-like)

I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there. I ...
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2answers
732 views

Half-Life 2 BSP Lightmaps

I'm writing a BSP viewer for a university project. So far I have the main geometry loaded properly, and the PVS working. Now I'm trying to apply the lightmaps, but I can't seem to get the texture ...
4
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1answer
1k views

How are potentially visible sets (PVS) determined in state of the art games?

As I understand it, potentially visible sets (PVS) are used to determine 2 things; 1. which objects are inside the camera's view volume 2. which objects are not occluded (hidden) from the camera's ...
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2answers
4k views

What's the state of the art in Space Partitioning for games? [closed]

I know about BSP trees, Octrees and Portal that where used for a long time. But modern games still use this systems or they are using new things? If it's possible with pros and cons, considering ...