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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: 14 Apr 96 16:06:04 +0000
- Message-ID: <1467.6678T966T229@Redrobe.demon.co.uk>
- References: <1582.6676T834T1624@mbox.vol.it>
- NNTP-Posting-Host: redrobe.demon.co.uk
- X-NNTP-Posting-Host: redrobe.demon.co.uk
- X-Newsreader: THOR 2.22 (Amiga;TCP/IP)
-
-
- Hi, Fabio Bizzetti , on 12-Apr-96 13:35:10 you scribbled....
- >>>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..
- >=((
- so where is the equivilent amiga docs?
-
- (note the directory THEORY and DOCS)
-
-
- I don't see why I/we should ignore the rest of the world and sit in our own
- corner, reinventing the wheel.
-
-
- >nothing personal, Mike.
- no offence taken Fabio ;)
-
-
-
- Mike
-
- --
- ---------------------------------------------------------------------------
- Mike Redrobe - Mike@Redrobe.demon.co.uk MikeRR on #Amiga
- ---------------------------------------------------------------------------
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