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Topic: The Truth About The BSP |
tourist.Tam |
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General Member Since: Feb 2, 2007 Posts: 397 Last: Oct 6, 2009 [view latest posts] |
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Category: News Around the Web Posted: Saturday, Sep. 12, 2009 03:09 pm |
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This is more a general gaming topic, but a very interesting reading for someone who's just new to the whole portaling and bsp technique. Recommended. Just bear in mind that Call of Duty is not mentioned, but still use comparable technique for creating the maps.
Quote: Posted by Shamus on August 31st, 2009
Warning: The following 2,400 words attempt to take very complex 3D rendering problems and reduce them to simple language so that you can peer into the polygon-based sausage factory that is the videogame industry. I’m not sure if I pulled it off.
Yesterday I promised a writeup on “BSP technology”. Except, I was using BSP the sloppy way to mean “general level-optimizing type stuff”, which is not really correct. BSP is a technique of level optimization. What I should have said is “how BSP technology is being marginalized in favor of other optimization techniques”. BSP stands for “Binary Space Partitioning”, which is obtuse programmer talk for “dividing space in two”. We love doing that because it lets us pretend our dull technical skills are a potent form of arcane magic. It’s the same reason we “launch applications” instead of just “running programs” like you simple folk.
rest of the article
Tam |
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Welshy |
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Preferred Member Since: Feb 16, 2007 Posts: 1810 Last: Mar 22, 2020 [view latest posts] |
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tourist.Tam |
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General Member Since: Feb 2, 2007 Posts: 397 Last: Oct 6, 2009 [view latest posts] |
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Category: News Around the Web Posted: Saturday, Sep. 12, 2009 07:11 pm |
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Welshy writes...Quote: Great article Tam (I am assuming you wrote it). Makes for interesting reading.
I wish I was that clever. :p
No it is originating from Shamus Young's blog. He is the smart guy. Worth checking. ;)
Tam |
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Welshy |
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Preferred Member Since: Feb 16, 2007 Posts: 1810 Last: Mar 22, 2020 [view latest posts] |
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playername |
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Preferred Member Since: Aug 24, 2006 Posts: 821 Last: Apr 15, 2011 [view latest posts] |
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voidsource |
General Member Since: May 5, 2007 Posts: 1513 Last: Sep 1, 2013 [view latest posts] |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: News Around the Web Posted: Sunday, Sep. 13, 2009 09:43 am |
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It's good reading but if your working with games like Call of Duty where you have a heck of a lot of detail and large open spaces mixed with small spaces with many entrances then you have to apply some different techniques. You can often come across certain dilemmas and challenges. Portalling in houses is usually applied in a simple and non-effective way.
In COD you might have room A for instance which has a doorway into room B and another into room C, all 3 rooms could be very detailed and the door ways all look through each other, there could also be windows looking into each room.
Now you have a choice, if you have room C opening into an outdoor area then being able to look from room A through B and C and straight outside is not a good idea as your calculating all 4 zones. You could detail the dividing walls of the rooms and have 3 rooms become 1, so now your calculating 2 zones. (1 large room and the outdoor area)
The problem you have then is your loading 2 highly detailed areas. But you are saving your CPU from needless calculations.
The best idea however is to break up the rooms so they don't look directly into each other, so room A can see into room B but from room A you can not see through to room C.
(this next bit relates to a part of the article which should have been removed - as it depends on the game and you level)
If you have a window and a door in room A that look into B then you wouldn't want to make a portal brush in the doorway and in the window, you simply make 1 portal brush across them both and make the door frame and window frame 'detail'. Basically why calculate two separate openings when one will do just fine as of course if you can see the door and there is a window next to it then you can see the window as well.
I like the article but it should be taken as a crash course, the actual placing of portals and how you divide space is reliant on you, the game, the level AND the detail in each area. |
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tourist.Tam |
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General Member Since: Feb 2, 2007 Posts: 397 Last: Oct 6, 2009 [view latest posts] |
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