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Hidden Surface Removal

Started by June 24, 2000 06:05 AM
1 comment, last by Blizz 24 years, 5 months ago
I am working on an engine and now it''s time for me to make some critical decisions about Hidden Surface Removal. What is the best way to do HSR in a 3d engine for a DOOMLIKE game.. ( All = indoor ) and maybe someone has a nice example for me to look at.. Thanks in advance, Blizz
bsp trees are good

otherwise, you could "group" rooms and make a visiblility check to all the group (faster than checking all polygons)
(you can find me on IRC : #opengl on undernet)
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Have you read the Quake docs?

Maybe octrees or portals can be your thing?...

There are lots of tutorial on this, you''ll find em

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