Original Post
Hi. I have been working on a quake 3 renderer for the last few days. I am impressed by the methods used by the id guys to render the world quickly.
I would like to make my own 3d engine and level editor soon. Building the bsp tree doesn''t scare me much. What seems the most complicated to me is constructing the PVS.
How can I dermine which wall (faces) are possibly visible in each part (cluster) of the map? The only way I can think of is tracing rays and see which walls are the closest but it doesn''t seem like a good way of doing it. Could someone give me a hint?
Thanks and sorry for my bad english,
Mave