TAsPh's technology at the moment is the simplest (besides raycasting, not to be confused with raytracing) I have
seen in a 3d game. The brushes are defined as two points in 3d space. One that represents the upper-nearest-lefthand
corner and the lower-furthest-righthand corner. Using just these two points, a rectangular prism shape can be created.
This information is stored in a node which is attached to a bunch of other nodes in a linked list. Each node describes
a brush. It's size, texture, everything.
Now for a few polygons in the screenshots, you may be thinking that TAsPh is slow, only 40 FPS at 640x480x16bit?
Well, first off, the engine has no real optimization tricks except backface-culling and most of it is my computer.
When I took those shots, photoshop, winamp, worldcraft, and IE were running. My system specs are:
K6-266Mhz
64 megs RAM
TNT w/16 megs.
Basically, the lowest low-end system you can imagine. So plz don't mess your pants imagining it's speed on your compy, ok?
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