Questions tagged [binary-space-partitioning]
Binary space partitioning is a technique used to subdivide a euclidean space into smaller, convex sets. Partitioning is achieved recursively using hyperplanes. A binary tree, called the BSP tree, is used to represent such partitioning.
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BSP Tree Troubles and Unpredictable Results
I've been trying to fix this problem myself for ages, but I really do need help. I'm creating a BSP tree for my 3D game (baked in the map files, quake style) to replace my existing naïve collision &...
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What are the consequences of a BSP tree without splitting polygons?
I am considering using a BSP to sort my static geometry (sparse vertex count) for transparency.
Usually, you would split a polygon along the plane of the current node and put one half in the front ...
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Identifying the wall of impact during BSP traversal
I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project.
Basic Info and Point of Impact ...
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UDK: BSP from Brush-CSG Add cannot be deleted
Once a BSP has been created using Brush-CSG add it cannot be deleted.
Del-DELETE from the keyboard yields no effect. Right click-cut yields no effect.
Is there another way?
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3D Binary Space Partitioning with solid/empty leaves
I've recently started looking into BSPs for real-time collision detection, and I'm now looking into improving the performance of my solution.
The system that I've implemented is rather similar to the ...
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Binary space partitioning with floor as an object
I have a conceptual problem. The problems comes with the floor I'm rendering and the count of objects. The idea was to reduce rendering with BSP implementation, but the problem that I hit was that the ...
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Fixing T-Junction artifacts in a BSP Editor
I'm starting a little BSP engine, and have begun implementing Brush CSG. Currently I represent my brushes as the enclosed volume of surface planes (like old idTech 3 maps), with a cache for each face ...
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libGDX 3D rendering
I'm currently working on a FPS 3D game using libGDX. I aim to have maze-like levels (like the original Doom and Duke Nukem 3D) so I'm making a level editor with a top-down view and lets you stretch ...
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Having trouble with btGeometryUtil::isPointInsidePlanes
I'm in the process of parsing a BSP file to create btConvexHullShape objects for each brush. I've seen a few examples of how to do this on Github and they all use the getVerticesFromPlaneEquations ...
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Using binary space partition to lay out scenes in game
Q: How can I randomly lay out these house scenes in the larger scene such that they don't overlap?
I'm using the Godot Engine to create a little 2D RPG kind of game. I'm laying out a village in a ...
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Lightmaps from RTCW BSP file not being rendered correctly
I'm trying to recreate a Return To Castle Wolfenstein renderer using Direct3D 11, but I can't seem to be able to render the lightmaps as they should be. I have not found much information on the ...
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Missing faces in Quake 3 BSP [closed]
I'm attempting to write a level viewer for Quake 3 levels (repo here). I've got some of the way towards it, but for every level I try to view with it I get lots of missing faces.
(image from Dustbowl)...
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Why are my brushes see-through in Hammer/CS:GO?
I'm making a map for Counter Strike: Global Offensive, but I am having this issue with a part of the map. One of my brushes is weird and see-through in game.
I have no clue what is causing it or how ...
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Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)
I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...
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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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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, I'...
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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 them. ...
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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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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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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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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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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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How does a BSP tree work for Z sorting?
I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painter's algorithm to sort triangles and then drawing them back-to-front. This causes ...
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How can I create a lighting engine for BSP geometry in OpenGL? [duplicate]
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, R/G/B/brightness/...
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Need advice for 3D BSP based graphics engine [closed]
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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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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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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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 ...
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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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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 ...