Out of curiosity which library are you coding the graphics in?
DirectX, OpenGL or something like Ogre?

On 22 April 2010 20:07, Ryan Sheffer <darksk...@gmail.com> wrote:
> Thanks for the link, I am writing my own engine atm and am  at the map
> editor point and reading how the pros do it is always nice. Not using
> bsp because my game is chunk based with random layouts, but still.
> Great link since learning about binary space partition trees is always
> useful. There is another article as well I'll try to find, which was
> written by some Id guys and other randoms.
>
> ~Ryan
>
> On Apr 20, 2010, at 4:43 PM, "Adam \"amckern\" McKern" <amck...@yahoo.com
>  > wrote:
>
>> If you want an understanding of the BSP PVS (CSG), i would recommend
>> that you read 'the master of doom - it has a fair amount of a
>> chapter discussing how the BSP format was chosen for FPS, and how
>> PVS works with-in it.
>>
>> There is also a MASSIVE discussion of BSP at the VMEX website - 
>> http://www.bagthorpe.org/bob/cofrdrbob/bspformat.html
>>
>> --------
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On Wed, 21/4/10, Colm Sloan <colmsl...@gmail.com> wrote:
>>
>> From: Colm Sloan <colmsl...@gmail.com>
>> Subject: [hlcoders] A more detailed picture of the Potentially
>> Visible Set (PVS)
>> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
>> >
>> Received: Wednesday, 21 April, 2010, 5:29 AM
>>
>> I'm doing some research on virtual visual environments. I believe
>> that the
>> PVS contains the estimated set of objects (geometry) that may be
>> visible to
>> the player. I was wondering if there was an Actual Visible Set that
>> contains
>> only the objects that the player really can see. If there isn't,
>> would it be
>> difficult to create such a set? Hopefully, I wouldn't have to do any
>> ray-tracing or anything. Also, is there a short way of getting the
>> number of
>> objects visible on the screen? I think I've seen this before in some
>> area
>> portal tutorial where the guy had objects shown as wire meshes.
>>
>> Thanks
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>>
>>
>>
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>
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