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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: 19 Apr 1996 00:21:10 +0300
- Organization: Helsinki University of Technology, Finland
- Sender: mknip@lk-hp-10.hut.fi
- Distribution: inet
- Message-ID: <kaeg2a19qk9.fsf@lk-hp-10.hut.fi>
- References: <1582.6676T834T1624@mbox.vol.it>
- <1467.6678T966T229@Redrobe.demon.co.uk>
- <4l17o8$btf@sunsystem5.informatik.tu-muenchen.de>
- <4l3bm7$qql@Venus.mcs.com> <kaespe1by0v.fsf@lk-hp-6.hut.fi>
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- In-reply-to: HAAVARD JAKOBSEN's message of Thu, 18 Apr 1996 15:30:16 +0200
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-
- > > BZZZT! Doom is NOT raycasting!!!!! Period.
- >
- > Doom uses an weird way of rayCASTING (not raytracing)
- > That's why there are no bridges to go under in it..
- > Check it out for youself!
-
- Gee, are you sure? Now really, if you could be as kind as to describe
- to me in detail what this "weird raycasting" is then I'll consider it.
- Until you do I'll just take ID's word that they used BSPs as the truth.
-
- The lack of bridges is just because Doom used a two dimensional map-
- structure (floorheight and roofheight for each area-segment). A bridge
- would require more than two height-coordinates per segment.
- --
-
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- Mats.Knip@hut.fi http://www.hut.fi/~mknip/
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