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  1. Path: ra.nrl.navy.mil!dyer
  2. From: dyer@alx.sticomet.com (Doug Dyer)
  3. Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
  4. Subject: Re: DOOM with Breathless engine?
  5. Date: 15 Jan 1996 13:07:44 GMT
  6. Organization: Naval Research Laboratory
  7. Message-ID: <4ddjj0$17k@ra.nrl.navy.mil>
  8. References: <Pine.SOL.3.90.960110123054.10063B-100000@sophocles.algonet.se>  <65641114%agos001@pn.itnet.it> <4d3ki0$if0@eccles.dsbc.icl.co.uk>  <9601112247.AA0036w@ozzy.demon.co.uk> <65641121%agos001@pn.itnet.it> <38232029@kone.fipnet.fi>
  9. NNTP-Posting-Host: tgdp00.nrl.navy.mil
  10.  
  11. "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi> writes:
  12.  
  13. >>  I'm not sure but Breathless uses BSPtree!
  14.  
  15. >Hmm. The programmer (Alberto) told me that Breathless uses
  16. >raycasting. Are you talking about the new version?
  17.  
  18.  
  19. Could you folks explain what BSP trees have to do with ray casting?
  20. maybe my ray casting (aka ray tracing) terminology comes from a different
  21. graphics area.  I'd call bsp trees the data storage technique and ray
  22. casting the rendering method.
  23. >--                               _
  24. >a Stellar programmer          _ //
  25. >"Amiga - back for the future" \X/
  26. --
  27. Doug Dyer - dyer@alx.sticomet.com | ECL: embedded command language
  28. STI: voice (703) 329-9707         |      for the 8051 family
  29.                    These opinions are yours
  30.