Mail Archives: djgpp/1997/03/23/16:15:01
Mark T Logan wrote:
>
> On Sat, 22 Mar 1997 00:39:06 -0500 Francisco Gochez <arcanix AT erols DOT com>
> 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.
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