   BSP or something else ?
  HelloWhat do you think about BSP on current hardware ? Is it worth trying to implement a 3D engine with bsp, or is it a better idea to use Octrees (or something else...) ?   - Iliak - 
  That depends a lot on two things: what you mean by "current hardware," and what kinds of scenes you want to render. For indoors, with lots of walls and such, BSPs are still a great way to do occlusion culling. For outside terrain, they aren''t as good as octrees or other methods. If you have objects floating in space with a lot of distance between them (like in a space combat simulation, for instance) neither is particularly effective, and you''re best off not using occlusion culling at all. Rather, try visibility culling only - something like a bounding volume hierarchy perhaps, or just simple view frustum culling if your scenes aren''t too messy.Now about "current hardware." If you are exclusively targeting people with Radeon 9800 XT''s and you know that they will have a minimum 2GHz processor, and your scenes are nowhere close to hitting the bandwidth/fillrate limits of the card, then by all means leave out BSPs and other occlusion culling. However, if your scenes have any kind of details at all, and you want them to run in the Real World at decent framerates, culling is always (and probably always will be) an absolute must.   PiQ Software  -  Tiny KeyCounter  -  Freon 2/7 Raytracing Accelerator;  Traditional (old) BSP''s were used to get triangles in front-to-back ordering. That''s old, even quake 3 from 99 changed to a leafy solid-bsp, where all triangles are in the leafs, even the ones spanning cells, and are never clipped.I still plan to use BSP''s for one thing, to do efficient collision detection. If you batch the triangles and don''t do the quake3 style one draw call per face using a triangle fan, it can be modern enough. ;  BSPs combined with PVS are a good solution if you are aiming for mainly indoor maps of medium size, but it all depends on what you want to do.For a space game, a large octree or some kind of 3D grid would probably be the best option. Otherwise, you would have to test ALL objects for visibility and collision detection, which could (and would) get slow very fast.For terrain, quadtrees have proven to be a very good solution. Using octrees is usually a waste because the terrains are usually nearly flat. For mixed indoor/outdoor city scenes, octrees can be good, but they are not the only possibility, you can also combine octrees with BSP.My suggestion: Think up about your problem, about what you want to achieve, weight the pros and the cons, and pick the best efficiency/complexity ratio you can get. Too specialized and complicated solutions can be a nightmare to debug.   Looking for a serious game project?www.xgameproject.com;  Look at this link Look at ABT under CULLING. there''s been so many discussions over BSP, PVS, And octree there to fill an ocean.~Main   ==Colt "MainRoach" McAnlisProgrammerwww.badheat.com/sinewave 