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- Path: dispatch.news.demon.net!demon!redrobe.demon.co.uk
- From: Mike@Redrobe.demon.co.uk (Mike Redrobe)
- Newsgroups: alt.sys.amiga.demos,comp.sys.amiga.games,comp.sys.amiga.misc,comp.sys.amiga.programmer
- Subject: Re: These technical terms...
- Date: 11 Apr 96 14:21:14 +0000
- Message-ID: <1267.6675T861T718@Redrobe.demon.co.uk>
- References: <kaebul39a7z.fsf@gamma.hut.fi>
- NNTP-Posting-Host: redrobe.demon.co.uk
- X-NNTP-Posting-Host: redrobe.demon.co.uk
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- Hi, Mats A Knip , on 07-Apr-96 18:10:08 you scribbled....
- >> Right, I've been reading these groups for about six months now, and I
- >> need to know what the following things are please:
-
- >> 1) BSP
- >> 2) RayCasting
-
- >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 ;)
-
- Mike
-
- --
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- Mike Redrobe - Mike@Redrobe.demon.co.uk MikeRR on #Amiga
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