A different display mechanism.
Hi there.
I`ve been looking into the different kind of 3d engines, and i note that theres at least 2 kinds.
BSP-types, which use the nodal search
and the raycasting method, which seems slow.
What other kinds are there ?
thx
~V''lion
I came, I saw, I got programmers block.
~V''lion
There''s the Painter''s algorithm and z buffer and two types of back face culling, the one that happens before the world to camera transformation (the one that uses the dot product) and the other that happens afterwards (clockwise/anticlockwise ordering). BSP is very fast for static scenes, and supports non orthogonal walls, which raycasting doesn''t support. Texture mapping comes in two flavours: Affine and Perspective correct.
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#pragma twice
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#pragma twice
Um.
I am looking for a very fast kind(duh)....
I want to make a space/planetary flight sim.
It will need to support a planet sized object, as well as detailed ships.
~V''lion
I came, I saw, I got programmers block.
~V''lion
I am looking for a very fast kind(duh)....
I want to make a space/planetary flight sim.
It will need to support a planet sized object, as well as detailed ships.
~V''lion
I came, I saw, I got programmers block.
~V''lion
Why not use a 3D graphic library like OpenGL or DX ?
Different scene -> different HSR algorithm !
An indoor environment is rendered using portals, a 'terrain environment' using quadtree...in a space environment you can use nothing and render everything that is near the viewer and inside the view frustum.
Edited by - Andrea on August 17, 2000 4:27:14 PM
Different scene -> different HSR algorithm !
An indoor environment is rendered using portals, a 'terrain environment' using quadtree...in a space environment you can use nothing and render everything that is near the viewer and inside the view frustum.
Edited by - Andrea on August 17, 2000 4:27:14 PM
Ok. I dont really think ill be indoors.
I want to be able to fly around in space.
What will be unique to this one is instead of having sprites represent planets/nebulas/suns I`ll have a true 3d enviroment.
Fly from orbit to the planet surface, fly along mountains, fly to the sun and get burned ;-).
I`ll need to be able to put alot of plygons on the screen very fast, because I hope to have alot of special effects.
I`m planning to use DX, so that`s decided.
Now zedzeek, why an octree and not a quadtree ?
what are the differences ?
~V''lion
I came, I saw, I got programmers block.
~V''lion
I want to be able to fly around in space.
What will be unique to this one is instead of having sprites represent planets/nebulas/suns I`ll have a true 3d enviroment.
Fly from orbit to the planet surface, fly along mountains, fly to the sun and get burned ;-).
I`ll need to be able to put alot of plygons on the screen very fast, because I hope to have alot of special effects.
I`m planning to use DX, so that`s decided.
Now zedzeek, why an octree and not a quadtree ?
what are the differences ?
~V''lion
I came, I saw, I got programmers block.
~V''lion
Bintree is in one dimensions, quadtree in two and octree in 3 dimensions.
You can use octree to store object''s position in space.
You can use octree to store object''s position in space.
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