I'm having a bit of a technical conceptual problem with using DBPro BSP. I understand everything needs to be in the *.X file and creates a single world that can be loaded. But, let's say one of my world elements is a door that is animated, which was originally in its own X file. If I move the door into the single file, how to I gain control over the animation?... (doesn't really look like the option to me).
From another perspective, I one could create their BSP world with the *.X, compile, and have it loaded. Next, programmingly, one would maybe load the animated "door.x" object (or any animated object) into the position it was intended, then use the regular DB object collision commands to test for collisions with these. Is this the proper way of approaching this problem?
I think the problem I pose is the problem with the BSP approach. It would seem that a game would run faster using BSP, but there are no docs on general implementation concerns such as the major one I presented above; general world in BSP and animated objects programming loaded at program startup, and managed under the standard collistion routines (as opposed to the BSP world collistion routines).
Does the use of BSP speed things up?
Tony Tobianski
Dallas, TX