delorie.com/archives/browse.cgi | search |
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 * > ******************************
webmaster | delorie software privacy |
Copyright © 2019 by DJ Delorie | Updated Jul 2019 |