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- Path: news.vol.it!news
- From: bizzetti@mbox.vol.it (Fabio Bizzetti)
- 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 13:35:10 GMT
- Organization: Video On Line
- Distribution: world
- Message-ID: <1582.6676T834T1624@mbox.vol.it>
- References: <1267.6675T861T718@Redrobe.demon.co.uk>
- NNTP-Posting-Host: molcl1.vol.it
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- >>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. You just trace a ray in the map for each column of screen
- >>to find out what wall will be visible in that particular column.
-
- >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.
- ><end>
-
- >...and
-
- > x2ftp.oulu.fi/pub/msdos/programming/docs/texttext.zip
-
- > "approaches to real-time texture mapping a'la Doom - Ascii"
-
- >That site is also available on CD ;)
-
-
- cool... 8^( now we suggest PC documents and methods to Amiga programmers.. =((
-
- nothing personal, Mike.
-
- >Mike
-
- >--
- >---------------------------------------------------------------------------
- >Mike Redrobe - Mike@Redrobe.demon.co.uk MikeRR on #Amiga
- >---------------------------------------------------------------------------
-
-
-
-
- /-----------------------------------------------------------------------\
- | Fabio "Maverick" Bizzetti - bizzetti@mbox.vol.it - Maverick* at IRC |
- | The maker of "CyberMan" and "Virtual Karting" |
- | working on "VirtualRally" & "StarFighter" |
- \-----------------------------------------------------------------------/
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