Let's Code DOOM #2 - Binary Space Partitioning Tree
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- Опубликовано: 29 сен 2024
- Tutorial on Binary Space Partitioning. Using Python and Raylib library we will create a 3D game like Doom. This series looks at building and traversing a binary space partitioning tree.
Two line segments intersection:
stackoverflow....
Source Code:
drive.google.c...
#python #doom #raylib #coderspace
Did an A.I. voice this ?
Edit: Yup an A.I.
it’s simple text to speech, it’s been around for many years.
What's the feasibility of having kind of like a multi-story building where you can have a portal on one BSP tree (as a set of stairs, for example) and on passing it you go to a second level rendering a second BSP tree, and render both? I'm just looking to make a two story house or something
Using a single 2D BSP tree you can make the illusion of multiple floors, meaning there are stairs to a floor above or below, but these floors are offset relative to the starting floor.
@@CoderSpaceChannel Awesome! So having like a two story house would be possible, right? Or a large building?
Вернись на ру канал, какашка
Он от русского комьюнити не получает денег
Have you considered writing this up and publishing it as a book?
Isn't there already book about how to create Doom?
@@shadow_blader192 step by step by coder in python?
bro, it would be good for u to use ur real voice!! Also nice metallica background musice !!
I love how you're putting together this series! So much fun, and a lot of information to process! Definitely going to re-watch a couple times until it clicks, but one thing you taught me in this video was how you use the cross product to determine the front and back after the splits, which I didn't know how was done before! Thanks and looking forward to learning more! :)
Always a fun time for learning when a new Coder Space video appears in my notifications
I got all of this working in gamemaker so far. I look forward to the rest of the videos. great work, very fun and informative.
This is incredible you deserve so much credit and also credit for not just showing us the code but teaching us how and why it works
Did you think about wad compatibility? Is it possible?
Do you plan to cover PVS and VST in the future?
Finally much anticipated second chapter is here!!!
Now you need dimnamic light
Please, make HOI4 on python
looking forward to the next video
I've tried to use BSP in my engine for collision detection and found out spatial hash grid works much faster. I supposed that is because spatial hash grid algorithm has no recursion.
Thanks Coder Space! I just recently found your content and it is absolutely wonderful! For me personally, it strikes the perfect balance between conciseness and explanation. Each video are like the notes I would take from learning a new subject, but with a fantastic visual component. Thanks so much for sharing, and for all your time and effort with these. Great stuff!
no tree is better than a tree. use entity bvh that does not need a central acceleration structure. simpler to implement. same equal speed. yes the no-tree is part of the entities themselves. yep entity is both level structure and objects. no difference. planes are the 3d extension generalization from 2d lines boundaries btw. ominous to be making your own doom.
good videos and respect for the endurance. but the first section is explained way too briefly to be able to understand the logic that comes later. A few examples of some queries of why this speeds up things would have been much better to understand the problem, which helps to understand the logic.
I love the iterative annealing approach to finding a good splitting seed. (I like to brood over my computer as a complex result gets better and better and better! Genetic algorithms are fun to watch for the same reason.)
I'm new to all this but I love your videos. Does this series build off of your previous doom series?
Привет. Вопрос, как можно с тобой связаться? Дискорд/Тг/Почта. Что угодно. Есть пара вопросов)
Thank you, I was just researching BSP.
Thank you so much for this explanation.
Any news on an update on the series?
I apologize, there's been an unforeseen delay. But I'll be back to releasing the video in a little while.
@@CoderSpaceChannel My man, no need to apologize! You are offering incredible value. I just asked to know if the project still goes. Take all the time you want. BTW, do you think it would be easy to transition the codebase from python to C? Since raylib supports both.
What about avl tree ??
Can i ask your opinion about which is better for making a Game ?pros and cons ? OpenGl or Raylib ??
Since Raylib is built on top of OpenGL, let's think of it as the same thing, but with a more convenient API. And the main advantages of Raylib are a lot of built-in useful functions (physics, ray casting and many others). The funny thing is that to use Raylib to its full potential you need to know OpenGL
@@CoderSpaceChannel Many Thanks to the expert advice
Thanks! Can you give a rough estimate on how many episodes this series will have?
I'm guessing about six episodes, but it's not certain.
@@CoderSpaceChannel Thank you very much!
Robot voice is horrible
I think you are German
I don't think so. His English pronunciation is far too good for that. If English is not his native language, he will at least have had the opportunity to grow up speaking that language in some English-speaking country. It would also be possible for at least one parent to have English as their first language.
Also, his name is Stanislav Petrov, which is not a German name. This is more suitable for the Czech Republic or any other country east of Germany.
@@OpenGL4ever its a text to speech.
He is Finnish
you are amazing