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Re: Bug#366328: ITP: bsp -- nodes builder for doom-engine levels



I demand that Jamie Jones may or may not have written...

> On Sun, 2006-05-07 at 16:59 +0200, Pierre Habouzit wrote:
>> Le Dim 7 Mai 2006 15:07, Jon Dowland a écrit :
>>>  BSP is a tool for calculating the Binary Space Partition (BSP) for
>>>  doom-engine levels. The result is stored in the NODES lump for the
>>>  level. Levels need a NODES lump in order to be playable.
[snip]
>>>  BSP also exploits some corner-cases of the doom rendering engine to
>>>  provide special effects such as transparent doors.

> How does this compare to Zennode
> <http://www.mrousseau.org/programs/ZenNode/>? or glBSP
> (<http://glbsp.sourceforge.net/> and .debs are
> <http://www.youmustbejoking.demon.co.uk/progs.sarge.html#glbsp>) for node
> building ?

Good question...

The only advantage which I can immediately see is its special effects
handling for linedefs with tags >= 900. OTOH, glbsp has support for
OpenGL-based Doom engines such as EDGE (which depends on the library
component of glbsp).

Note that I have packages for etch and sid, too :-)

-- 
| Darren Salt    | linux or ds at              | nr. Ashington, | Toon
| RISC OS, Linux | youmustbejoking,demon,co,uk | Northumberland | Army
| + Output less CO2 => avoid massive flooding.    TIME IS RUNNING OUT *FAST*.

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