Jump to content
  • Advertisement

Archived

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

Zeus

BPS-tree ?

This topic is 6851 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

Guest Anonymous Poster
Unless your landscape is full of caves and other interior spaces, I would suggest using some other form of data storage. BSP's are very good at interior sections, but outdoor areas (especially huge outdoor areas, like in a flight sim) are definately not an optimal case for bsp trees to handle. They will work, however. IMHO you would be better served using a different strategy.

Share this post


Link to post
Share on other sites
Advertisement
Hi

I´m currently developing a graphics engine
for a landscape viewer.
Is it a good idea to use a bsp-tree
to store the data or should I better use
another algorithm to detect if a part is inside the frustumn or outside.

thaks in advance

Ralph

Share this post


Link to post
Share on other sites
I heard KD-Trees would be a good idea for outdoor engines. You divide the landscape into several sections a 50 polygons and use mini-bsp's in this sections.

Another way would be using quadtrees, they're good if you use things like overhangs etc.

CU

------------------
Skullpture Entertainment
#40842461

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.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!