Difference between revisions of "Node builder"

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The node builder used by [[id Software]] is called '''idBSP'''.
 
The node builder used by [[id Software]] is called '''idBSP'''.
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The process of node building is described in some detail in the [[Unofficial Doom Specs]].  As detailed in that document, many different partitions of a level are possible, because the choice of partition lines is somewhat arbitrary.  There are two competing goals when creating the BSP tree: to have a balanced tree (having about the same number of subnodes on each side) and to minimize the number of splits (breaking linedefs into multiple segs).  Thus, different node builders will likely produce different results for a given level.
  
 
==See also==
 
==See also==
 
* [[Doom rendering engine]]
 
* [[Doom rendering engine]]
 
* [[Editors]] (includes a list of node builders)
 
* [[Editors]] (includes a list of node builders)
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* [[Slime trail]]
  
 
[[Category:Node builders|*]]
 
[[Category:Node builders|*]]
 
[[Category:Technical aspects]]
 
[[Category:Technical aspects]]

Revision as of 02:54, 15 April 2007

A node builder is a WAD authoring tool.

The VERTEXES, LINEDEFS, SIDEDEFS, and SECTORS lumps fully describe the structure of a map, and it is relatively straightforward for a level editor to create them. However, for rapid rendering and game simulation, the Doom engine needs information on how these structures interrelate. Most time-consuming is the creation of a binary space partition of the map.

Using the basic lumps, a node builder creates the NODES, SEGS, SSECTORS, REJECT and BLOCKMAP lumps (and will likely also add to the VERTEXES lump). Having these structures precalculated and stored in the WAD file, rather than determining them at run time, is key to the speed of the engine.

The node builder used by id Software is called idBSP.

The process of node building is described in some detail in the Unofficial Doom Specs. As detailed in that document, many different partitions of a level are possible, because the choice of partition lines is somewhat arbitrary. There are two competing goals when creating the BSP tree: to have a balanced tree (having about the same number of subnodes on each side) and to minimize the number of splits (breaking linedefs into multiple segs). Thus, different node builders will likely produce different results for a given level.

See also