gouessej said:
Maybe you should mention whether you will do something to ensure your BSP trees stay well-balanced.
I know what a balanced tree is from the lectures at the university, but I plan to import given BSP trees – so it will depend upon the imported tree if the tree is balanced or not.
gouessej said:
Then, you should tell whether your implementation is recommended for very dynamic indoors.
What do you mean by "very dynamic indoors"?
I distinguish dynamic from static objects and thus dynamic objects are considered to be taken special care of.
gouessej said:
Why is it important that dynamic objects don't fly through walls? If an object is "in" a wall, it is considered as inside the cell; if it goes completely through the wall, it is outside the cell.
Very simple:
The difference between "completely inside" and "intersecting" is used to check the child-nodes (bounding objects) – it may be that dynamic objects consist of sub-objects (in my master thesis I had such a case).
gouessej said:
Do you plan to implement occluders or anti-portals?
Why not – it is a simple inversion – everything inside the clipping object is culled.
The only problem is the calculation of the bounds of the occluder – I have asked a friend about that who has a little knowledge in this area.
gouessej said:
I see you mention concave polygons, why do you plan to support this?
Because it is easy – a concave polygon can be subdivided into convex polygons. I have implemented an algorithm for 2d-objects that accomplishes this task – I think it should also be possible for 3d.
I think on friday I will post the next source code package…