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Binary Space Partitioning with Marathon
Posted By: ehytoDate: 6/23/25 5:11 a.m.

The design I created for Unity in a way uses BSP.
The point in polyhedron test uses mathematical planes.
Polyhedrons are the polygons made 3D and planes are two sided infinite spaces.
Make a BSP tree with those planes and you have a simple BSP that describes the main polyhedron with adjacent polyhedrons.
I'm thinking there is a BSP tree for each polyhedron.
The convex polyhedron never clips itself and every plane is front facing on the inside.
A concave shape could clip itself into convex spaces.
Could be two or more adjacent polyhedrons for one plane.
The player intersects the plane of the main polyhedron then the adjacent polyhedrons check if intersecting.
When you have to check if the player is intersecting the adjacent polyhedrons use the adjacent polyhedron planes and not the main polygon.
I've been researching how Unreal Tournament 99 works.
UT99 uses Constructive Solid Geometry to build a mesh then cuts it apart using BSP.
I have the option to take the main polyhedron and the adjacent polyhedrons to combine them into one mesh then use BSP to clip up the space using planes.
The way the Unity design is it does not know what polyhedron you are in after leaving the main polyhedron until the adjacent polyhedrons check for the player.

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