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.
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BSP partitions too small for effective collision detection
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 ...
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Identifying the wall of impact during BSP traversal
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 ...
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3D Binary Space Partitioning with solid/empty leaves
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 ...
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Fixing T-Junction artifacts in a BSP Editor
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 ...
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Having trouble with btGeometryUtil::isPointInsidePlanes
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 ...
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Lightmaps from RTCW BSP file not being rendered correctly
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 ...
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Why are my brushes see-through in Hammer/CS:GO?
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 ...
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How do I load BSP files in Android?
I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?
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3D BSP rendering for maps made in 2d platform style
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. ...
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Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game? [closed]
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 - ...
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Scene graphs and spatial partitioning structures: What do you really need?
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 ...
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How does a BSP tree work for Z sorting?
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 ...
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Need advice for 3D BSP based graphics engine [closed]
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 ...
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Engine with Terrain and Indoor Areas (BSP-like)
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 ...
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How are potentially visible sets (PVS) determined in state of the art games?
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 ...