Mail Archives: djgpp/1997/03/17/17:35:28
On Sun, 16 Mar 1997 00:14:42 EST chambersb AT juno DOT com (Benjamin D Chambers)
writes:
>
>On 15 Mar 1997 15:02:00 GMT "Thomas Harte" <*T DOT Harte AT btinternet DOT com>
>writes:
>Has anyone actually asked the people at Id?
>Personally, I find the explanation that they used BSP's a lot more
>plausible than using the raycasting engine (and, yes, we know of the
>simplified version you mentioned).
>It occured to me that all this bickering over it could be done away
>with just by asking the guys who made it, but I don't know if this has
>been done. Has anyone?
Well, I can't speak for Id, but I have some very compelling evidence to
present. DEU 5.1
has a bsp building function in it. (look under nodes.c if you have the
source). Why would
DEU build a bsp tree if doom didn't use one?
However, a doom level also has a block map, which is a set of blocks of
level space, and
a list of walls that can be seen from that particular block. CMIIW. I
believe that is where
the raytracing thing came from. I for one suspect that doom walks the
bsptree, and when
it needs to draw a polygon, it does so by casting rays along the length
of it. I think I will
ask John Carmack if he will comment on the situation. (I know I've got
his e-mail address
around here somewhere.) Id is pretty generous with there technology, so
I think there's
a decent chance he will respond.
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