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Blizz

Hidden Surface Removal

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I am working on an engine and now it''s time for me to make some critical decisions about Hidden Surface Removal. What is the best way to do HSR in a 3d engine for a DOOMLIKE game.. ( All = indoor ) and maybe someone has a nice example for me to look at.. Thanks in advance, Blizz

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bsp trees are good

otherwise, you could "group" rooms and make a visiblility check to all the group (faster than checking all polygons)

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Have you read the Quake docs?

Maybe octrees or portals can be your thing?...

There are lots of tutorial on this, you''ll find em

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