Hello everyone,
I’d like to ask a few questions about BSP trees, or generally about any methods that split the scene into more parts I’ve studied these methods in theory,but never used. Now I have my own OpenGL engine written in Java and I’d like to use these optimalizations.
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WHEN is the world split into more areas ? Does this happen when you export your map out of your editor ? Or does the engine load the map and does the splitting ?
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Is it ok to test an object placed in more BSP logical parts of the scene in every one of them ? Or is there a different approach ?
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Are there any good tutorials HOW EDITORS work ? I still wonder what’s the difference between 3DMax and GTK Radiant. I can import my models to GTK, but game maps seem to be made of much less polygons … Is the engine support related ? Is it connected with BSP ?
Thank you for your replies.