Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Which rendering approach to take

This topic is 5648 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Heya, I''m in the learning phase right now (actually for quite awhile) and want to try something out. What I really need is a quick suggestion on what to pursue for this type of game. Basically, I want to create a space simulation along the lines of Freelancer or Freespace. Note: I only mean how the game is rendered not the actual gameplay itself. But, I want the ability to jump out of the seat and run around the ship ala FPS style. This entails having Windows on the ship that displays the "goings on" of the outside world. So, what should I be looking at. I''m assuming BSP for the inside correct? What about portals? Just a quick little blurb is great. I can research the actual implementation of said blurb on my own. Thanks, Mark

Share this post

Link to post
Share on other sites
I''d suggest using portals. Regular space shooters themselves usually rely on frustum, culling with octrees for visibility checking. Portal engines use a frustum approach as well (if portal is visible, render a custom frustum from viewer through portal and do vis-checking for the scene behind it). Since they both use frustums I think they can be comined pretty neatly.

Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]

GSACP: GameDev Society Against Crap Posting
To join: Put these lines in your signature and don''t post crap!

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!