[MUD-Dev] RE: How to represent a 3d object...

Justin McKinnerney xymox at toon.org
Mon Apr 27 04:02:14 New Zealand Standard Time 1998


BSP trees are the accepted way to do what you ask. A FAQ for BSP trees is
located here:

http://reality.sgi.com/bspfaq/index.shtml

	- Justin -

> -----Original Message-----
> From: mud-dev [mailto:mud-dev at null.net]On Behalf Of Ben Greear
> Sent: Friday, April 24, 1998 3:42 PM
> To: mud-dev
> Subject: [MUD-Dev] How to represent a 3d object...
>
>
>
> I am thinking about how to represent a 3d object in a 3d world.
>
> I believe that polygon rendering is my best bet, both because
> I am not horribly efficient with graphics programming, and because
> it is easy for me to realize.  Also, the new Java 2d API should
> give the the support I need....
>
> Still, I'll need to be able to figure out what polygons to draw,
> and what to fill (tile) them with....
>
> I envision the object as a collections of intersections (nodes)
> and faces.  To draw the object, then I'll calculate orientation
> and distance from the viewer, figure out what sides (faces) are
> visible, and then draw each face onto a 'canvas'.
>
> The two big questions are:  what kind of data structure should I
> use for in-memory storage, and how to encode this for storage in a
> persistant storage mechanism.  I can see advantages of allowing only
> three vertices to protrude from any given node, but perhaps other
> systems are better?
>
> There must be some standard way of representing this on disk,
> does anyone have any pointers??
>
> Thanks,
> Ben
>
> Ben Greear (greear at cyberhighway.net)  http://www.primenet.com/~greear
> Author of ScryMUD:  mud.primenet.com 4444
> http://www.primenet.com/~greear/ScryMUD/scry.html
>
>


--
MUD-Dev: Advancing an unrealised future.



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