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- Path: ra.nrl.navy.mil!dyer
- From: dyer@alx.sticomet.com (Doug Dyer)
- Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
- Subject: Re: DOOM with Breathless engine?
- Date: 15 Jan 1996 13:07:44 GMT
- Organization: Naval Research Laboratory
- Message-ID: <4ddjj0$17k@ra.nrl.navy.mil>
- References: <Pine.SOL.3.90.960110123054.10063B-100000@sophocles.algonet.se> <65641114%agos001@pn.itnet.it> <4d3ki0$if0@eccles.dsbc.icl.co.uk> <9601112247.AA0036w@ozzy.demon.co.uk> <65641121%agos001@pn.itnet.it> <38232029@kone.fipnet.fi>
- NNTP-Posting-Host: tgdp00.nrl.navy.mil
-
- "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi> writes:
-
- >> I'm not sure but Breathless uses BSPtree!
-
- >Hmm. The programmer (Alberto) told me that Breathless uses
- >raycasting. Are you talking about the new version?
-
-
- Could you folks explain what BSP trees have to do with ray casting?
- maybe my ray casting (aka ray tracing) terminology comes from a different
- graphics area. I'd call bsp trees the data storage technique and ray
- casting the rendering method.
- >-- _
- >a Stellar programmer _ //
- >"Amiga - back for the future" \X/
- --
- Doug Dyer - dyer@alx.sticomet.com | ECL: embedded command language
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- These opinions are yours
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