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Questions tagged [binary-space-partitioning]

Binary space partitioning is a technique used to subdivide a euclidean space into smaller, convex sets. Partitioning is achieved recursively using hyperplanes. A binary tree, called the BSP tree, is used to represent such partitioning.

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I wrote a BSP tree generation that takes a level mesh (basically a few thousand triangles), and creates a BSP tree. The generation seems to work, but when I traverse the tree, some splitting planes ...
bbqribs's user avatar
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I've been trying to fix this problem myself for ages, but I really do need help. I'm creating a BSP tree for my 3D game (baked in the map files, quake style) to replace my existing naïve collision &...
Elgen T's user avatar
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I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project. Basic Info and Point of Impact ...
blondie's user avatar
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Once a BSP has been created using Brush-CSG add it cannot be deleted. Del-DELETE from the keyboard yields no effect. Right click-cut yields no effect. Is there another way?
atlantian wizard's user avatar
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I've recently started looking into BSPs for real-time collision detection, and I'm now looking into improving the performance of my solution. The system that I've implemented is rather similar to the ...
Lolslayer's user avatar
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2 answers
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I have a conceptual problem. The problems comes with the floor I'm rendering and the count of objects. The idea was to reduce rendering with BSP implementation, but the problem that I hit was that the ...
Marko Bencik's user avatar
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I'm starting a little BSP engine, and have begun implementing Brush CSG. Currently I represent my brushes as the enclosed volume of surface planes (like old idTech 3 maps), with a cache for each face ...
mseddon's user avatar
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I'm currently working on a FPS 3D game using libGDX. I aim to have maze-like levels (like the original Doom and Duke Nukem 3D) so I'm making a level editor with a top-down view and lets you stretch ...
Gad Wissberg's user avatar
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I'm in the process of parsing a BSP file to create btConvexHullShape objects for each brush. I've seen a few examples of how to do this on Github and they all use the getVerticesFromPlaneEquations ...
Tom Sweeney's user avatar
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Q: How can I randomly lay out these house scenes in the larger scene such that they don't overlap? I'm using the Godot Engine to create a little 2D RPG kind of game. I'm laying out a village in a ...
Ertain's user avatar
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I'm trying to recreate a Return To Castle Wolfenstein renderer using Direct3D 11, but I can't seem to be able to render the lightmaps as they should be. I have not found much information on the ...
Hermetix's user avatar
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I'm attempting to write a level viewer for Quake 3 levels (repo here). I've got some of the way towards it, but for every level I try to view with it I get lots of missing faces. (image from Dustbowl) ...
nonsince's user avatar
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I'm making a map for Counter Strike: Global Offensive, but I am having this issue with a part of the map. One of my brushes is weird and see-through in game. I have no clue what is causing it or how ...
isaac tschampl's user avatar
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I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...
Erik's user avatar
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I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?
sonu thomas's user avatar
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I'm studying about Octrees since I've read they're used to organize my elements in space, but I couldn't find any practical example so I'm kinda lost as to their use. From what I could understand, I'...
Danicco's user avatar
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I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. ...
Dev Joy's user avatar
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How do levels/maps work in the game development world? Counter strike, which is a popular FPS that uses OpenGL as it's graphics library, has it's levels/maps created as *.bsp files. How do you create ...
Lovetotem's user avatar
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First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game. The legality part - ...
Jon's user avatar
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I'm looking for some books that discuss practical rendering topics like say rendering a bsp level or md2/3 mode, making a little quake like game as the goal or something to that effect. Any ...
Aleksandras Coldberg Ševčenko's user avatar
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I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities ...
tapirath's user avatar
2 votes
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I'm planning on implementing A* in my game for pathfinding, I understand the basics of how the algorithm works but I was wondering, other than finding the start and end nodes Are there any benefits to ...
Tangeleno's user avatar
5 votes
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I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painter's algorithm to sort triangles and then drawing them back-to-front. This causes ...
Robin Rodricks's user avatar
1 vote
2 answers
874 views

I am trying to figure out the best way to go about creating a lighting engine for an old game format with BSP based geometry. I have all the relevant information about the light, R/G/B/brightness/...
Satchmo Brown's user avatar
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2 answers
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I have coded myself a OpenGL BSP viewer for an old game format. It is very similar to the Quake 3 file format. Because my interest is developing graphics engines, I want to be developing while looking ...
Satchmo Brown's user avatar
2 votes
2 answers
309 views

I am trying to compute visibility in an old 3d file format. I am using a BSP tree have finally gotten everything built and traversable. Now I don't have any sort of PVS, potentially visible set to ...
Pladnius Brooks's user avatar
5 votes
2 answers
1k views

I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there. I ...
raine's user avatar
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11 votes
2 answers
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I'm writing a BSP viewer for a university project. So far I have the main geometry loaded properly, and the PVS working. Now I'm trying to apply the lightmaps, but I can't seem to get the texture ...
terryhau's user avatar
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As I understand it, potentially visible sets (PVS) are used to determine 2 things; 1. which objects are inside the camera's view volume 2. which objects are not occluded (hidden) from the camera's ...
Ken's user avatar
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20 votes
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I know about BSP trees, Octrees and Portal that where used for a long time. But modern games still use this systems or they are using new things? If it's possible with pros and cons, considering ...
hiena's user avatar
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