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| From: | Francisco Gochez <arcanix AT erols DOT com> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: John Carmack <johnc AT idnewt DOT idsoftware DOT com>: Re: Question about Doom. |
| Date: | Sat, 22 Mar 1997 00:39:06 -0500 |
| Organization: | None |
| Lines: | 19 |
| Message-ID: | <3333707A.3D06@erols.com> |
| References: | <199703211735 DOT JAA29516 AT netcom9 DOT netcom DOT com> <3332FA0B DOT 3418 AT shoreland DOT com DOT nospam> |
| NNTP-Posting-Host: | spg-as78s61.erols.com |
| Mime-Version: | 1.0 |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Ray Ratelis wrote: > > > > 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. > > What is Sector Flowing? I would also like to know what sector flowing is. I am impressed by the build engine's lack of a BSP tree. Also, what the heck is a one dimesional completion mask? > > -- > ****************************** > * Ray Ratelis * > * mailto:ray AT shoreland DOT com * > ******************************
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