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Binary Space Paritioning

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Programming Help
sprinkles

Chrome Whore
2009 Sep 6 • 2431
10 ₧
Is it only for 3D?

I want to use it in Splatter Mario (minus the 3rd dimension).

Or is there a better format for 2d scenes?

I was thinking about using something like this:

Proprietary Format code
Solids { Rectangle:Tile:1 (64,64,100,100); Rectangle:Tile:2 (64,64,200,200); Rectangle:BridgeStart:3 (196,196,0,400); } Entities { Player:Mario:Start (64,64,10,10); Player:Mario:End (64,64,500,500); Enemy:Mushroom:Start (64,64,300,10); Enemy:Mushroom:End:Point (350,10); Enemy:Spikes:Start (64,64,250,250); Enemy:Spikes:End:Point (300,250); }
...then I got some ap, and shot a big ass lazar at everyone.
    (Edited 2010 Mar 30 at 15:19)     2010 Mar 30 at 14:44
superjer
superjer

2005 Mar 20 • 3742
BSP is not useful for 2D. It is for partitioning space, literally, into a binary tree.

There's just no use for partitioning a 2D plane into a binary tree.

You don't need to store visibility information in 2D. Everything is just in rectangles.
    2010 Mar 30 at 15:41
sprinkles

Chrome Whore
2009 Sep 6 • 2431
10 ₧
So the format that I have would work?
...then I got some ap, and shot a big ass lazar at everyone.
    2010 Mar 30 at 15:52
superjer
superjer

2005 Mar 20 • 3742
I don't see why not. Looks fine.

You'll probably need to add more to it as you go.
    2010 Mar 30 at 16:39
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5258
57,583 ₧
You could use either a grid to define which objects are where and whether any of them can intersect or you could use some kind of bounding area hierarchy (though that would probably be complicated and not as useful).
Everyone stares when you walk in the room, they stare when you go....
    2010 Mar 30 at 17:28

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