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Salec

Living in a non-static world

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Hello, I''ve been doing alot of research on storing objects in such a way for fast FOV culling. It seems many people have suggested that BSP Trees are the way to go. But are they? It seems that whenever an object moves, that object must be removed from the tree and then reinserted. When you have an environment that has a lot of moving objects, this can be qutie the workload. So my question is: What is the best way to store moving objects in such a way where calculating culling and collision detection would be fast? I''ve looked into ordering tables as well as a combination of ordering tables and BSP trees. Alot of games for the new consoles have a rather large amount of moving objects. Much more than most games before it. How are they stored? Thanks, Shaun

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Although I''m not quite there yet, i''ve
read some white papers about a technique called "Portals".

Try this link, its realted with the open Engine Crystal Space:
http://crystal.sourceforge.net/csdocs/portal.html

Hope it helps...

[Hugo Ferreira][Positronic Dreams][]
"Research is what I''m doing when I don''t know what I''m doing."
- Wernher Von Braun (1912-1977)

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BSP-trees are mainly for static environments. You would probably have to use more advanced techniques, such as occlusion culling, for environments that change a lot.

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