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Mail Archives: djgpp/1996/03/26/22:30:39

Xref: news2.mv.net comp.os.msdos.djgpp:2173 rec.games.programmer:44843
Newsgroups: comp.os.msdos.djgpp,rec.games.programmer
From: b-strackany AT nwu DOT edu (Ben Strackany)
Subject: Re: Allegro 2.0 beta uploaded to x2ftp (CHECK IT OUT)
Message-ID: <3197cc$133bd.2f7@news.inil.com>
Date: Tue, 26 Mar 1996 01:59:13 GMT
References: <4irrms$uri AT newsserv DOT grfn DOT org> <4itp0e$2m4 AT news DOT cea DOT fr>
MIME-Version: 1.0
Lines: 27
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

In article <4itp0e$2m4 AT news DOT cea DOT fr>, nicolas AT dsys DOT ceng DOT cea DOT fro says...
>
>
>In article <4irrms$uri AT newsserv DOT grfn DOT org>, wembley AT grfn DOT org (Jeremy Jack) writ
>es:
>
>:: :)   ray casting can be good....DOOM1 and DOOM2 i believe were entirely 
>:: ray-casting engines...with programming 3d it is probably best that you 
>:No, actually they use a BSP engine.  Just as a note.
>
>... But what is a BSP engine ?????
>
>-- 
>Eric Nicolas <nicolas AT dsys DOT ceng DOT cea DOT fr>
>
Do a web search for BSP. There is a FAQ, and there is a sample BSP engine that
Mike Abrash (from id Software) wrote. You can find it at
ftp.idsoftware.com/mikeab (I think), as well as some other places. BSP stands
for Binary Space Partion, and a BSP tree is a way to recursively subdivide
the worldspace into halves in order to make polygon rendering order much 
easier to find, as well as make it easier to determine what walls are and are
not in your viewspace. I'd write more, but I have a headache. :)

Ben Strackany
b-strackany AT nwu DOT edu
 


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