Oh yeah, this one. Sadly, the game was sacked. Oh well.
We're using billion face data sets today, streamed over Myrinet fibre channels from a SAN, and rendered to Barco CAD walls with stereo and head tracking :)
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Sorry if I took your ABT out of context Yann, I'm so new to this I'm just trying to get a grasp of all the concepts available. Curious, are ABT's still best for narrowing down large amounts of outdoor geometry for frustum culling? Would the best system be to use that for a large outdoor level then switch to something else for inside? Eventually I do plan on having much larger levels so spacial efficiency will most likely be an issue, thanks.
The best choice of a spatial structure depends a lot on the way you design your engine, and on the type of 3D geometry you use. ABTs, and Kd trees in general, are designed for a certain type of geometry. The idea behind them was to eliminate the need to diferentiate between outdoor and indoor gemoetry, and to avoid having to conform the modelling to some arbitrary limitations such as portals.
But if you have a very closed, room-like geometry, with sporadic outdoor parts (read: Doom3-like), then portals and quadtree terrain rendering might still be the best approach.
Tell us a little bit more about your levels or scenes, and we can see what might be the best fit for you.