Binary space partitioning
3
votes
0answers
112 views
Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game?
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 ...
3
votes
0answers
206 views
Recast issue while loading BSP
I'm trying to load a BSP into RecastDemo to see if it works fine, I don't know where the problem could be, I'm extracting the vertices and triangles really fine.
The result is supposed to look like ...
1
vote
1answer
88 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 ...
0
votes
0answers
50 views
A good BSP editior with brush entity support for a custom engine?
I am creating a game that uses BSP levels as I am only having indoor scenes.
But I am having troubles finding a BSP level editor that works for custom engines.
My game will be a 3D platform game, I ...
2
votes
3answers
568 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 ...
1
vote
1answer
199 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 ...
9
votes
2answers
625 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 ...
13
votes
2answers
2k views
What's the state of the art in Space Partitioning for games?
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 ...
4
votes
1answer
777 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 ...
1
vote
2answers
419 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, ...
7
votes
2answers
376 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 ...
2
votes
2answers
149 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 ...
4
votes
2answers
654 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 ...