|
Without it, your level will not exist. While BSP is the slowest geometry type to render, it does have some advantages over the other geometry types. Here you will see what the best uses are for BSP geometry and how you can use it efficiently in your level. It is necessary in creating the actual space of the world. You must start with BSP by subtracting a BSP brush from the world, so that you are working within subtracted world space. Using BSP brush is also the only way to set up zones. Another thing to note with BSP is that it is occluded in nodes, which means that when it is set up to be hidden from the renderer it will be hidden in chunks, not on a triangle by triangle basis. BSP geometry always handles collision calculations more efficiently but because of its rendering limitations, it is not ideal for everywhere. Typically BSP surfaces are used for ground and floor surfaces, and often invisible blocking volumes are constructed from the BSP brush and used to conceal more complicated StaticMesh geometry that may be making up the walls or sides of the space. A Zone is an entire area of the level that can be sectioned off and considered separately for rendering. This allows the renderer to draw triangles or not draw triangles per Zone rather than going throug and individually determining what meshes will and won’t be drawn. This is a huge advantage since with zones, the render will only be limited to drawing just the geometry in the 2-5 zones that a player can see into. A skybox, which does just that (completely surrounds a world), is in effect a Zone. Everything outside of that Zone will not be rendered as long as there are no lines of sight from one Zone to another. This brings up the problem of having players travel from Zone to Zone. To allow a player to move from one Zone to another a Portal must be added. Portals are invisible sheets that are used to divide up Zones. If a player can see through a Portal into another zone, then the renderer will render that zone. Given this, it is best to place Portals in the smallest connection two parts of a zone, such as doorways, to ensure you get the maximum efficiency of your Zones and Portals. This will place a portal in the shape and location of the BSP sheet you just set up. The portal created divides the blue zone into two (now shown as red and green below) and still allows players to travel from one room to the other (you will have to rebuild geometry to see this effect take place). A well zoned interior will allow for elaborate and intricate detail to be added within confined spaces. Outside environments can be a bit trickier as they are often large, wide open spaces that are not easily divisible into separate BSP Zones. It is possible to have small buildings that are their own separate zones within a landscape, but the landscape as a whole will be one large zone. Objects within large outdoor spaces can still be occluded, but different tools are required for this. |