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- > I don't have the spec file here, but I'm almost sure there is an additional
- > map in the WAD, which indicates what is where. And it is separated into
- > squares. Of course, it contains information which is already in the real map
- > and BSP, but the advantage here is that from your position, by just bit
- > shifting, you can find the square you want and know all the objects inside
- > it. Its structure is very much simpler than BSP. I'll check tonight.
-
- If this really is in there it could be very useful. In fact I believe we'll
- have to build something like that ourselves otherwise to get decent speed
- for the monster/missile movements for example.
- I don't think such a map would give a usable amount of resolution for
- wall collision detection, though.
-
- > >breakdown in DOOM? Are they always convex perhaps?
- > ??? Yes, ssectors are always convex. That's why you don't have to bother
- >about the order in which you draw its walls. Did I misundertand your question?
-
- You're right. I wasn't thinking straight for some reason.
- Naturally all the sectors which have walls must be convex, but I had some
- strange idea about the non-walled ones.
- You understood the question correctly. I didn't, though. ;-)
-
-
- By the way, did you have the mapp-drawing version of DVIEW?
-
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