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Developing Games in Java™ by Bret Barker, David Brackeen, Laurence Vanhelsuwé

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Chapter 10. 3D Scene Management Using BSP Trees

KEY TOPICS

  • BSP Tree Intro

  • Binary Tree Basics

  • The One-Dimensional BSP Tree

  • The Two-Dimensional BSP Tree

  • Implementing a 2D BSP Tree

  • Drawing Polygons Front to Back

  • First BSP Example

  • Drawing Objects in the Scene

  • Loading Maps from a File

  • Putting It All Together

  • Enhancements

  • Summary

In the real world—not the gaming world, actually—a lot of effort has been put into designing buildings that withstand earthquakes.

Of course, you wouldn't want to construct a building with earthquake reinforcement in, say, Kansas. That would be a bit of overkill. But earthquake reinforcement makes sense in places such as Los Angeles and Tokyo. You've got to design your buildings for what works best in their environments.

That brings us to ...

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