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A Crash Course in Binary Space Partitioning

A Crash Course in Binary Space Partitioning

Learn about 3D space division for game map generation and fast rendering

What you’ll learn

A Crash Course in Binary Space Partitioning

  • Students will learn about Binary Space Partitioning and how it works.
  • Students will learn how to write an algorithm to create a binary tree that divides 3D space.
  • Students will learn how to use recursion to traverse a binary tree and create a 3D dungeon map.


  • Students should have a firm understanding of C#

  • Students should be familiar with the Unity Game Engine


Binary Space Partitioning

is a technique that’s been around for a while and has been used for several purposes, in particular 3D polygon divisions, optimized physics collisions, and world map creation within games. Most notably it was used by John Carmack in the creation of the game engine for Doom.

This course uses

Unity 2020.

Learn how to program and work with:

  • space division
  • polygon ordering for fast rendering and occlusion
  • binary trees
  • recursive search algorithms
  • dungeon map creation

What people are saying about Penny’s courses:

  • Dr. Penny is a wonderful person and a true expert. All of the courses I’ve taken have been top notch and in my opinion, there is no better teacher out there.

  • Allow me to say how hugely important this is for a person who is interested in certain types of game design. Creating games where you can create AI behaviors that support emergent situations.

  • I honestly love Holistic’s teaching approach and I’ve never learned so much within a few hours about coding effectively with such detailed explanations!

In this short course, you will gain an overview of the algorithm and how it is used to partition 3D space for optimized polygon drawing as well as get your hands dirty using BSPs to create a game environment dungeon map

Who this course is for:

  • Is anyone interested in learning about the binary space partitioning technique?
  • Anyone wanting to expand their skill set in procedural game environment generation.

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