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Atari demoscene BBS
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Posted by: Ragstaff
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May,19.2003-16:30
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I remember reading a couple of articles in one of the atari diskmags on bsp trees and raycasting. (Many apologies to sts, CiH or Grey for not knowing which one it was :-)
Raycaster engines were explained, but it was mainly in regard to wolf3d-type engines.
I was wondering if "true-3d", bare polygon engines (like hard drivin or flight sims) would be any faster if they employed raycasting, or is it primarily a technique for faster texture mapping?
Hope this question isn't too lame :-)
Thanks,
TomP
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