Skip to main content

Questions tagged [binary-space-partitioning]

Binary space partitioning is a technique used to subdivide a euclidean space into smaller, convex sets. Partitioning is achieved recursively using hyperplanes. A binary tree, called the BSP tree, is used to represent such partitioning.

Filter by
Sorted by
Tagged with
0 votes
0 answers
100 views

I wrote a BSP tree generation that takes a level mesh (basically a few thousand triangles), and creates a BSP tree. The generation seems to work, but when I traverse the tree, some splitting planes ...
bbqribs's user avatar
  • 13
0 votes
1 answer
131 views

I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project. Basic Info and Point of Impact ...
blondie's user avatar
  • 11
1 vote
0 answers
189 views

I've recently started looking into BSPs for real-time collision detection, and I'm now looking into improving the performance of my solution. The system that I've implemented is rather similar to the ...
Lolslayer's user avatar
3 votes
1 answer
378 views

I'm starting a little BSP engine, and have begun implementing Brush CSG. Currently I represent my brushes as the enclosed volume of surface planes (like old idTech 3 maps), with a cache for each face ...
mseddon's user avatar
  • 151
0 votes
1 answer
65 views

I'm in the process of parsing a BSP file to create btConvexHullShape objects for each brush. I've seen a few examples of how to do this on Github and they all use the getVerticesFromPlaneEquations ...
Tom Sweeney's user avatar
0 votes
1 answer
227 views

I'm trying to recreate a Return To Castle Wolfenstein renderer using Direct3D 11, but I can't seem to be able to render the lightmaps as they should be. I have not found much information on the ...
Hermetix's user avatar
  • 507
0 votes
1 answer
476 views

I'm making a map for Counter Strike: Global Offensive, but I am having this issue with a part of the map. One of my brushes is weird and see-through in game. I have no clue what is causing it or how ...
isaac tschampl's user avatar
0 votes
1 answer
391 views

I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?
sonu thomas's user avatar
0 votes
1 answer
829 views

I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. ...
Dev Joy's user avatar
3 votes
0 answers
630 views

First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game. The legality part - ...
Jon's user avatar
  • 251
5 votes
3 answers
4k views

I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities ...
tapirath's user avatar
5 votes
2 answers
4k views

I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painter's algorithm to sort triangles and then drawing them back-to-front. This causes ...
Robin Rodricks's user avatar
8 votes
2 answers
1k views

I have coded myself a OpenGL BSP viewer for an old game format. It is very similar to the Quake 3 file format. Because my interest is developing graphics engines, I want to be developing while looking ...
Satchmo Brown's user avatar
5 votes
2 answers
1k views

I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there. I ...
raine's user avatar
  • 546
6 votes
1 answer
4k views

As I understand it, potentially visible sets (PVS) are used to determine 2 things; 1. which objects are inside the camera's view volume 2. which objects are not occluded (hidden) from the camera's ...
Ken's user avatar
  • 6,136