[gameprogrammer] 3D Brush data structure

  • From: Magni Andrea <darkstalker@xxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Tue, 06 Jul 2004 16:50:07 +0200

Hi, all

Hope this question does not sound dumb.
I'm planning to write a 3d level editor for an fps engine.
I know there are already-made editors such as WorldCraft or QERadiant 
but I would
like to write my own one.

So in your opinion what's the best data structure to use inside an 
editor to
store information about Brushes/Polyhedra?

I thought about a list of planes (that are then compiled into a mini 
bsp) for every brush,
but it sounds slow (because bsp must be recompiled when brush is 
moved/rotated/resized).

Thank you in advance.

-- 

DarkStalker
ICQ: 65207037




---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts:

  • » [gameprogrammer] 3D Brush data structure