[ODE] BSP And ODE?
Nathan Ostgard
nostgard at lvcm.com
Thu May 8 02:57:01 2003
Yeah, that's exactly what I'm saying. It could probably be optimized even
more, but it's most definitely a better solution than using the faces
intended for rendering only.
No, that's just my guess from looking at the code used and the speed of
Quake 3's BSP utility. But you could always process it once and then write
to a cache file somewhere in your game folder, so that the next time the
game loads the map it will load from that cache instead.
I've started working on pulling my old Quake 3 BSP code into my current
engine, and I'm going to implement what I'm talking about... I'll let you
know how it goes.
Nathan Ostgard
----- Original Message -----
From: "Mohammad Bilal" <prettyh8machine@mail.com>
To: <ode@q12.org>
Sent: Thursday, May 08, 2003 12:51 AM
Subject: Re: [ODE] BSP And ODE?
>
> So you're basically saying that instead of feeding OpenDE (or OPDCODE)
with triangles made out of visible faces, you just create triangles out of
the Quake2/3 map brushes and give them to OPCODE at the start and it'll take
care of itself making an optimized collision tree or whatever..??
> And you're sure that this whole making of triangles out of brushes at the
load time of the map isnt going to take much time ??
>
> Bilal