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ChrisE

Upcoming alternative to BSP's

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I am working on octtree based collision for polygon lists. This will let you load up any mesh and have perfect collision detection with it. Collision meshes can be converted from .PRO to a new file format (.OCT) using PRO Edit. In your Landscape Studio scripts you will be able specify a .OCT file for the collision file instead of .PBS. It also handles multiple moving/rotating entities (although not animated segments). In the future this could be combined with the portal engine to speed up rendering of large interiors. I didn''t like the portal engine because you needed to build the world out of convex shapes for collision detection. With the octree for collision you no longer have to worry about this.

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Yes, but remember you won''t have the benefit of PVS compared with using BSP files. It will send the entire building to the renderer.

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Guest Anonymous Poster
quote:
Original post by ChrisE
Yes, but remember you won''t have the benefit of PVS compared with using BSP files. It will send the entire building to the renderer.



How about shadows and shader effects?

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Guest Anonymous Poster
quote:
Original post by ChrisE
Of course not. Those were specific to the BSP engine.



I don''t mean the Q3 Shadow and Shader system. I meant will there still be a way to get shadows/lighting using some other method when using Meshes for levels? I was thinking that you can''t get shadows on a mesh.

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You could still make lightmaps for precalculated shadows but there aren''t any prebuilt tools for doing this in Power Render. Meshes can be any technique you want (lightmaps, hardware lighting, precalculated vertex colors, etc).

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