2 years ago

Hello everyone!

I haven't posted here in a while but I want to show yall a sneak peek at a first-of-a-kind 3D BSP sorting algorithm on Scratch that I just finished. There is a good chance I will use this for the finalized Gamma Engine.


ORIGINAL ALGORITHM BY Chrome_Cat: https://scratch.mit.edu/projects/714869495/

WHAT IS THIS?
In case you don't know, BSP was used as a method to render polygons on the CPU in realtime. This project, like the rendering engine from Gamma Engine(GG) Beta, perfectly sorts a scene with intersections and all. But unlike the sorting algorithm used in Beta, this algorithm constructs the tree once upon initialization. What does that mean? Basically, it is literally exponentially faster and can possibly run geometry-heavy scenes on vanilla Scratch... with a caveat, to move the objects around, you must recalculate the tree which can literally take a minute. So... Is this all worth it? I honestly do not know, but I will try to find out! As said above, this 3D BSP algorithm is adapted from Chrome_Cat's 2D BSP algorithm, therefore it took a ton of work, but Chrome_Cat did 10 tons more work.

WHAT IS NEXT?
This rendering method is real fast, but it does depend on how the game map is designed. If I find that there aren't many issues with performance, I will probably add pre-processed shadows and lighting next, if not, I'll look further into implementing portals.



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