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- Path: nntp.hut.fi!usenet
- From: mknip@cc.hut.fi (Mats A Knip)
- Newsgroups: alt.sys.amiga.demos,comp.sys.amiga.games,comp.sys.amiga.misc,comp.sys.amiga.programmer
- Subject: Re: These technical terms...
- Date: 12 Apr 1996 14:38:27 +0300
- Organization: Helsinki University of Technology, Finland
- Sender: mknip@lk-hp-8.hut.fi
- Distribution: inet
- Message-ID: <kaerattisek.fsf@lk-hp-8.hut.fi>
- References: <kaebul39a7z.fsf@gamma.hut.fi>
- <1267.6675T861T718@Redrobe.demon.co.uk>
- NNTP-Posting-Host: lk-hp-8.hut.fi
- In-reply-to: Mike@Redrobe.demon.co.uk's message of 11 Apr 96 14:21:14 +0000
- X-Newsreader: Gnus v5.1
-
- I wrote :
- >I've never seen a "formal" description to raycasting (if there even
- >is one) but the technique that people most often talk about around
- >here when they mention it is a simplified raytrace that works on a
- >2D map.
-
- Then Mike Redrobe wrote :
- > look in x2ftp.oulu.fi/pub/msdos/programming/theory/bsp_tree.zip
- >
- > <extract>
- >
- >This article explains how BSP (binary space partitioning) trees can be
- >used in a game such as DOOM as part of the rendering pipeline to perform
- >back-face culling, partial Z-ordering and hidden surface removal.
-
- Yes, this is the BSP-FAQ I was reffering to. It hasn't got a thing
- to do with raycasting though...
- --
-
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- Mats.Knip@hut.fi http://www.hut.fi/~mknip/
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