Date: Mon, 24 Mar 1997 08:57:48 +1200 From: Bill Currie Subject: Re: Question about Doom. To: Mark T Logan Cc: arcanix AT erols DOT com, djgpp AT delorie DOT com Reply-to: billc AT blackmagic DOT tait DOT co DOT nz Message-id: <3335994C.670A@blackmagic.tait.co.nz> Organization: Tait Electronics NZ MIME-version: 1.0 Content-type: text/plain; charset=us-ascii Content-transfer-encoding: 7bit References: <199703211735 DOT JAA29516 AT netcom9 DOT netcom DOT com> <3332FA0B DOT 3418 AT shoreland DOT com DOT nospam> <19970322 DOT 205936 DOT 7063 DOT 0 DOT fwec AT juno DOT com> Mark T Logan wrote: > > On Sat, 22 Mar 1997 00:39:06 -0500 Francisco Gochez > writes: > >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? > > I also have no idea what sector flowing is. I would like to know what it > is. I expained a one-d completion mask in an earlier post. Could sector flowing be height interpolation between nearby sectors? Say you have 3 sections (A,B,C) each a square (looking from above) and all in a straight line. A is at height 10, C is at height 5, and B is between and connected to A and C. Rather than being flat and forming stairs (like in Doom), sector B would be sloped so that it's floor/ceiling forms a line described by the line equation y=mx+c (c=sector A's height, and m is heigth(C-A)/distane(C-A). Sorry I can't draw any diagrams, my asci art is lousy. > > || Fwec AT juno DOT com > || The secret of life. > || -42 > || Douglas Adams > || And the question is 'what's 6*8' Bill -- Leave others their otherness.