BIH
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− | BIH ([http://en.wikipedia.org/wiki/Bounding_interval_hierarchy Bounding Interval Hierarchy]) is a partitioning data structure similar to [[BSP]] (Binary Space Partitioning) | + | BIH ([http://en.wikipedia.org/wiki/Bounding_interval_hierarchy Bounding Interval Hierarchy]) is a partitioning data structure similar to [[BSP]] (Binary Space Partitioning). |
Some general attributes: | Some general attributes: | ||
Line 11: | Line 11: | ||
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. | 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 == | + | ==Console variables== |
− | + | {{cvar|mod_collision_bih|enables use of BIH. Always on in Blood Omnicide.}} | |
− | mod_collision_bih | + | |
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Darkplaces engine]] | [[Category:Darkplaces engine]] | ||
+ | {{finished}} |
Latest revision as of 21:46, 20 February 2013
BIH (Bounding Interval Hierarchy) is a partitioning data structure similar to BSP (Binary Space Partitioning).
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.
[edit] Console variables
mod_collision_bih : enables use of BIH. Always on in Blood Omnicide.