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Mail Archives: djgpp/1997/03/23/16:15:01

Date: Mon, 24 Mar 1997 08:57:48 +1200
From: Bill Currie <billc AT blackmagic DOT tait DOT co DOT nz>
Subject: Re: Question about Doom.
To: Mark T Logan <fwec AT juno DOT com>
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
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 <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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