>> I also assumed that scenery is always static in games so that you can
>> precompute light maps
>
> Actually nowadays games tend to use less and less precomputed light maps
> and more real-time lighting.
How is it possible to do that?
(I'm not denying that games do it - they obviously do - I'm curios as to
how it's possible to do this given that the GPU only knows about
polygons and texture mapping.)
>> occlusion data, and other stuff that makes it
>> possible to draw a landscape made up of a trillian polygons without
>> slowing everything to a crawl...
>
> One feature which requires spatial partitioning is also the physics
> engine.
...which is more or less what I'm trying to use RK4 for! :-}
(I imagine a game physics engine uses something a tad more sophisticated
than just moddling a few points and allowing arbitrary interactions though.)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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