You're correct, alera. Thanks for pointing out my error--
To clarify, a BSP tree refers to a technique involving the creation of 'blocks' and then categorizes them in to certain 'branches' and 'leaves' based on visibility. What I've primarily been referring to there are the brushes, or rectangular prisms that constitute the actual level geometry. While limited in scope, it can be used for terrain-- HL2 does a passable job at it, but they're primarily made for indoor environments. Feel free to correct me if I'm wrong, but I believe the concept was originally implemented in Quake. The simple levels and limited power of the GPU lent itself well to the system. Now that I think about it, Doom 3 uses a similar method as well, although it's been hybridized with model entities using per-polygon collision.
The collision detection thingy is pretty neat, too. Instead of checking EVERY piece of geometry (which would take quite a while!) for a collision, your area is chopped up into segments. The engine then uses a binary search pattern to determine which area you're in (I think around 8-ish standard initial divisions for octrees, likewise for quad. Once again correct me if I'm wrong.) and then progressively whittles away at the segments until it finds what you hit. Very efficient, and works along the principles of the numbers game, if you're having trouble visualizing it.
There are other nifty methods of testing, such as axis-aligned bounding boxes (the potential movements of the objects are checked against lines in three different perspectives, theoretically could be implemented/optimized to use two) and bounding spheres (Is the object's center within this distance of our origin? It is? Boot it.) You can also use planes, which is essentially a simplified version of a-abb.
Speaking of interesting search algorithms, I read a fascinating article on the AI of F.E.A.R. It uses an A* search algorithm that constantly determines the most efficient way of killing you, the player, based on conditions like cover, current status, ammunition, player facing, etc. Other enemies can and do actively work together to bring you down. Absolute genius, wondering if I can somehow improve upon the process. If you haven't checked out the game, do so (be advised that you need a reasonably capable computer!) as the AI, storytelling and atmosphere is top-notch. Beats out Halo overall in my opinion, and coming from a Halo fan, this means something (Bonus points if you already knew this. If you don't know what I'm referring to then don't bother.)
EDIT: Whoops, didn't see you already posted the Quake thingy XD.
And yes, BSP stands for
Binary
Space
Partition. In plain English, it keeps halving the divisions(partitions) of space.
EDIT 2:
alera wrote:doubling a texture resolution basically adds 4 times the data, that may be why you are getting only 1/4 of the picture so the resolution is locked
original resolution
1(think of this as a square)
to enhance one needs to add 1 3 times to maintain the same aspect ration
12
34
3 times as big will be
123
456
so effectively you need 4 times the space just to double the resolution!
FYI it's exponential. 2^n
