Binary Space Partitioning
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Binary Space Partitioning
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree. Binary space partitioning was developed in the context of 3D computer graphics in 1969. The structure of a BSP tree is useful in rendering because it can efficiently give spatial information about the objects in a scene, such as objects being ordered from front-to-back with respect to a viewer at a given location. Other applications of BSP include: performing geometrical operations with shapes (constructive solid geometry) in CAD, collision detection in robotics and 3D video games, ray tracing, and other applications that involve the handling of complex spatial scenes. Overview Binary space partitioning is a generic process of recursively divid ...
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Binary Space Partition
In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree. Binary space partitioning was developed in the context of 3D computer graphics in 1969. The structure of a BSP tree is useful in rendering because it can efficiently give spatial information about the objects in a scene, such as objects being ordered from front-to-back with respect to a viewer at a given location. Other applications of BSP include: performing geometrical operations with shapes ( constructive solid geometry) in CAD, collision detection in robotics and 3D video games, ray tracing, and other applications that involve the handling of complex spatial scenes. Overview Binary space partitioning is a generic process of recursively d ...
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Recursion
Recursion (adjective: ''recursive'') occurs when a thing is defined in terms of itself or of its type. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in mathematics and computer science, where a function being defined is applied within its own definition. While this apparently defines an infinite number of instances (function values), it is often done in such a way that no infinite loop or infinite chain of references ("crock recursion") can occur. Formal definitions In mathematics and computer science, a class of objects or methods exhibits recursive behavior when it can be defined by two properties: * A simple ''base case'' (or cases) — a terminating scenario that does not use recursion to produce an answer * A ''recursive step'' — a set of rules that reduces all successive cases toward the base case. For example, the following is a recursive definition of a person's ''ancestor''. One's an ...
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Source (game Engine)
Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the release of '' Counter-Strike: Source'' and ''Half-Life 2''. Updates to Source were released in incremental versions, with the engine being succeeded by Source 2 by the late 2010s. History Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine with some code from the Quake II engine. Carmack commented on his blog in 2004 that "there are still bits of early ''Quake'' code in ''Half-Life 2''". Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community: Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects and, in part, explaining the reasons behind its unusually modular nature. Valve's development of Source since has been a mixture of licensed middleware and in-house-developed code. Among others, Source uses Bink Video ...
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GoldSrc
GoldSrc ( ) is a proprietary game engine developed by Valve. At its core, GoldSrc is a heavily modified version of id Software's ''Quake'' engine. It originally made its debut in 1998 with ''Half-Life'', and would power future games developed by or with oversight from Valve, including ''Half-Life'' expansions, '' Day of Defeat'', and multiple games in the ''Counter-Strike'' series. GoldSrc was succeeded by the Source engine with the releases of '' Half-Life: Source'', ''Half-Life 2'', and '' Counter-Strike: Source'' in 2004. However, Valve continues to support the engine with periodic updates. Development The basis of GoldSrc is the engine used in the video game '' Quake'', albeit with heavy modification by Valve. While the engine served as the basis for GoldSrc, Gabe Newell has stated that a majority of the code used in the engine was created by Valve themselves. GoldSrc's artificial intelligence systems, for example, were essentially made from scratch. The engine also reuse ...
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Quake Engine
The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After release, it immediately forked, as did the level design. Much of the engine remained in '' Quake II'' and '' Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. However, both engines are now considered variants of id Tech 2. Although, the codebases for ''Quake'' and ''Quake II'' were separate GPL releases. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 1996. John Carmack ...
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Doom Engine
id Tech 1, also known as the ''Doom'' engine, is the game engine that powers the id Software games ''Doom'' and '' Doom II: Hell on Earth''. It is also used in ''Heretic'', '' Hexen: Beyond Heretic'', '' Strife: Quest for the Sigil'', '' Hacx: Twitch 'n Kill'', '' Freedoom'', and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for ''Doom'''s initial release and was later ported to several game consoles and operating systems. The source code to the Linux version of ''Doom'' was released to the public under a license that granted rights to non-commercial use on December 23, 1997, followed by the Linux version of ''Doom II'' about a week later on December 29, 1997. The source code was later re-released under the GNU General Public License v2.0 or later on October 3, 1999. The dozens of unofficial ''Doom'' sour ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adap ...
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First-person Shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D and pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral. The first-person shooter genre has been traced back to '' Wolfenstein 3D'' (1992), which has been credited with creating the genre's basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity, was ''Doom'' (1993), often considered the most influential game in this genre; for some years, the term ''Doom'' clone was used to designate this genre due to ''Doom''s ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Painter's Algorithm
The painter’s algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden Surface Removal algorithms. The painter’s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object. The painter's algorithm was initially proposed as a basic method to address the Hidden-surface determination problem by Martin Newell, Richard Newell, and Tom Sancha in 1972, while all three were working at CADCentre. The name "painter's algorithm" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, thereby covering some areas of distant parts. Similarly, the painter's algorithm sorts all the polygons in a scene by their depth and the ...
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Geometric Primitive
In vector computer graphics, CAD systems, and geographic information systems, geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, store). Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well. The most "primitive" primitives are point and straight line segment, which were all that early vector graphics systems had. In constructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder, sphere, cone, pyramid, torus. Modern 2D computer graphics systems may operate with primitives which are curves (segments of straight lines, circles and more complicated curves), as well as shapes (boxes, arbitrary polygons, circles). A common set of two-dimensional primitives includes lines, points, and polygons, although some people prefer to consider triangles primitives, because every polygon can be constructed from triangles. All other graphic ...
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Back-face Culling
In computer graphics, back-face culling determines whether a polygon of a graphical object is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen. If the user has specified that front-facing polygons have a clockwise winding, but the polygon projected on the screen has a counter-clockwise winding then it has been rotated to face away from the camera and will not be drawn. The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw. For example, in a city street scene, there is generally no need to draw the polygons on the sides of the buildings facing away from the camera; they are completely occluded by the sides facing the camera. In general, back-face culling can be assumed to produce no visible artifact in a rendered scene if it contains only closed and opaque geometry. In scenes containing transpa ...
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