8/2/2023 0 Comments Doom 2 columbine maoIt should be noted that modern source ports will usually build a new blockmap from scratch if one does not exist it is an easy quick operation and internally created blockmaps need not be subject to the same size restrictions as wad lumps. Removing the blockmap from a level will not affect the rendering of the level or any line of sight calculations, but all collision detection will be nonfunctional. ![]() Using the same principle as thing/wall collisions, the engine needs only to check for possible collisions with every thing sharing the same block as the moving thing. Internally the blockmap is used for thing/thing collisions with each block maintaining a dynamic list of all things contained within it. Every block contains zero or more linedefs, though normally not too many (and certainly not as many as the entire map) and so in detecting collisions between a moving thing the Doom engine only needs to run calculations on every linedef in the same block as the moving thing (rather than the entire map).īlock #461 of The Inmost Dens in Doom II has 53 linedefs. Similar to how NODES are used for calculating when a line should or should not be drawn, the BLOCKMAP lump is used for calculating a thing/wall collision. ![]() The blockmap can be seen by enabling "grid" mode in the automap. ![]() The blockmap is simply a grid of "blocks"' each 128×128 units (or double the size of the floor grid). That is, the blockmap is used for calculating when a moving thing hits a wall or when two things (one or both moving) collide. The blockmap is a data structure used for collision detection.
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