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TheGibusGuy

Build Engine Dynamic Sectors

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Posted (edited)

Does anyone know how those work? I know the Build Engine uses portals and has dynamic sectors, but that's it.

Edited by TheGibusGuy : Grammar

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Posted (edited)

They simply "just do". There's no precompiled node information, it's the renderers task to find out where sectors are and how they are formed each frame. As such scenes are slower to construct but the wall information can be updated whenever and however.

In a cosmic sort of way you are actually asking your question backwards because BUILD doesn't care about how the data updates, it simply takes everything at face value with a brute forced and naive approach. Meanwhile Doom and other 3D engines beyond go the more complex route where map data is precompiled in various ways that give the collision & renderer exactly what it needs without having to do costly lookups of what is likely going to be the same data, at the cost of that data being static and thus unchangeable (at least to some degree, there are methods to overcome that limitation is particular situations where desired).

Edited by Edward850

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The only important thing here is that the dynamic parts have to be enclosed in one single sector, otherwise the method Build uses would break down.

It could be done in the Doom engine the same way ZDoom handles polyobjects - rebuilding a local BSP for the containing sector. For the renderer that should be sufficient, as long as it takes rotated flats into account, the far bigger problem is that the Doom engine suffers from some poor design decisions that will make it very hard to move actors around with such constructs, especially if they are not moving in a straight line.

 

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