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How does Torque deal with the visibility problem?

by Jane Austen · in Torque Game Engine · 02/27/2002 (8:52 am) · 4 replies

If I remember correctly, Torque uses portal-based algorithms as its main approach to deal with related problems. But could anyone explain the visility algorithms in detailed? Or are there any documents explaining this problem?

#1
02/27/2002 (9:25 am)
The visibility problem is handled in Torque by the sceneGraph classes. Basically, each interior is divided into zones, where each zone is sealed by solid polys or level-designer designated portal brushes. There is a special zone - the outside zone that represents the terrain and the exteriors of all interior shapes.

The scene graph generates a scene traversal tree by starting in the zone that contains the camera point, and clips the current viewcone recursively through visible portals, collecting objects for render from the visible zones. Traversal stops at portals that are not at all contained by the current viewcone.
#2
02/27/2002 (4:51 pm)
What about the MAX exporter, Morian tool. What does it support and how do they need to be added in order to get them recognized in Torque i.e. portal brush. Simple shapes are fairly easy, but lights .. yada yada ????
#3
02/27/2002 (4:57 pm)
Are you referring to addding entities that can be added in .map format and processed to work in game like point lights or portal brushes?
#4
02/28/2002 (10:29 am)
Yes, what entities can we make in MAX and what are the descriptors for those objects. A blinking red light, and how is a portal brush defined etc. I have simple meshes exporting already.