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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BSP Tree Troubles and Unpredictable Results
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 &...
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What are the consequences of a BSP tree without splitting polygons?
I am considering using a BSP to sort my static geometry (sparse vertex count) for transparency.
Usually, you would split a polygon along the plane of the current node and put one half in the front ...
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Identifying the wall of impact during BSP traversal
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 ...
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UDK: BSP from Brush-CSG Add cannot be deleted
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?
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3D Binary Space Partitioning with solid/empty leaves
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 ...
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Binary space partitioning with floor as an object
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 ...
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Fixing T-Junction artifacts in a BSP Editor
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 ...
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libGDX 3D rendering
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 ...
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Having trouble with btGeometryUtil::isPointInsidePlanes
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 ...
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Using binary space partition to lay out scenes in game
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 ...
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Lightmaps from RTCW BSP file not being rendered correctly
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 ...
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Missing faces in Quake 3 BSP [closed]
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)...
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Why are my brushes see-through in Hammer/CS:GO?
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 ...
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Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)
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 ...
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How do I load BSP files in Android?
I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?