davidw@csuf3b.CSUFresno.EDU (David Warness) (07/04/90)
I have just finished writing a program that once given end points, it will draw lines in 3D space. Here's my real problem. I don't know of a fast way to determine when walls are hidden or not. Also, what kind of data structure should I use to hold thousands of points that will be in the world. I am interested in having a 3D environment like that in the game COLONY. Could someone please help???!!! davidw@csufres.csufresno.edu Also if anyone has any "C" code pertaining to this it would be greatly appreciated.
rick@hanauma.stanford.edu (Richard Ottolini) (07/04/90)
In article <1990Jul3.232543.119@csuf3b.CSUFresno.EDU> davidw@csuf3b.UUCP (David Warness) writes: >I have just finished writing a program that once given end points, it will >draw lines in 3D space. Here's my real problem. I don't know of a fast way >to determine when walls are hidden or not. A cheap, but fallible method is called "backface culling". If the points have been triangulated, compute the normal of the triangles (vector cross product of two lines connecting the three points), then erase all faces with negative normals. This assumes the object is essentially convex, which is likely in many situations.