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ReaVeR-Andrey

Visibility determination

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Does anyone have any idea of a good method that works for both open and closed spaces (like UT maps). What I'm trying to use is PVS/BSP as quake does, but I think it will not prove good enough for open spaces. The optimal reply would be a description of the method UT (Unreal Tournament) uses (it may be a hybrid method). Thanks.

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I know this method was used in Quake 2.

http://www.cs.queensu.ca/~jstewart/papers/egwr99.html

It basically uses entirely precomputed visibility. Of course, you still have to precompute the visibility, and for that I refer you to this article:

http://www.flipcode.com/articles/harmless_issue01.shtml

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Guru2012:
Hmm, precomputed PVS (potentially visible set) is exactly what I am implementing, didn't you read my message? I said I need something that works well with large open spaces (see UT).

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