BIH
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Revision as of 19:17, 22 July 2012
BIH stands for Bounding Interval Hierarchy. It is a partitioning data structure similar to BSP (Binary Space Partitioning) used by Quake1-3 games.
Some general attributes:
- Very fast construction times
- Low memory footprint
- Simple and fast traversal
- Very simple construction and traversal algorithms
- High numerical precision during construction and traversal
- Flatter tree structure (decreased tree depth) compared to kd-trees
In Darkplaces, BIH is overlay implementation. Being activated, it replaces default BSP implementation in collision code. BIH is faster than BSP, requires less memory, and much more stable at arbitrary triangle meshes.
Console variables
mod_collision_bih : enables use of BIH. Always on in Blood Omnicide.