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From: | elf AT netcom DOT com (Marc Singer) |
Message-Id: | <199703211735.JAA29516@netcom9.netcom.com> |
Subject: | Re: John Carmack <johnc AT idnewt DOT idsoftware DOT com>: Re: Question about Doom. |
To: | fwec AT juno DOT com (Mark T Logan) |
Date: | Fri, 21 Mar 1997 09:34:57 -0800 (PST) |
In-Reply-To: | <19970319.192716.7391.1.fwec@juno.com> from "Mark T Logan" at Mar 19, 97 07:29:10 pm |
MIME-Version: | 1.0 |
Sender: | elf AT netcom DOT com |
> Wolfenstein 3D used ray casting. > Doom used BSP trees and a one dimensional completion mask. > Duke3D used sector flowing. > Quake used BSP trees, a PVS, and an edge list. I know that PVS stands for Partial Visibility Set. It is used to keep track of what *might* be visible from each node in the BSP tree. It allowed them to make rendering of the true 3d BSP feasible on PCs. -- Marc Singer
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