From: elf AT netcom DOT com (Marc Singer) Message-Id: <199703211735.JAA29516@netcom9.netcom.com> Subject: Re: John Carmack : Re: Question about Doom. To: fwec AT juno DOT com (Mark T Logan) Date: Fri, 21 Mar 1997 09:34:57 -0800 (PST) In-Reply-To: <19970319.192716.7391.1.fwec@juno.com> from "Mark T Logan" at Mar 19, 97 07:29:10 pm MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 400 Sender: elf AT netcom DOT com > Wolfenstein 3D used ray casting. > Doom used BSP trees and a one dimensional completion mask. > Duke3D used sector flowing. > Quake used BSP trees, a PVS, and an edge list. I know that PVS stands for Partial Visibility Set. It is used to keep track of what *might* be visible from each node in the BSP tree. It allowed them to make rendering of the true 3d BSP feasible on PCs. -- Marc Singer