Version 1: BSP FLTK Download
Version 2: BSP wxWidgets Download
Here are some version 1 and version 2 screenshots. If you’ve played Quake 1, you’ll recognize the start map (version 1; first screenshot). The second screenshot is from the version 2 renderer, complete with textures.
Here are two implementations of the Binary Space Partition (BSP) algorithm used in some game engines (e.g. Quake, Half-Life). The first version uses FLTK for the GUI and compiles on UNIX and Windows. It uses OpenGL for rendering.
Version 1 is only half finished. There is no Potentially Visible Set (PVS) matrix compiled, only the Binary Space Partition (BSP) tree. Also, textures are not working. Version 1 is posted because it has some hard-to-find goodies in there, such as 1) a MAP file parser and polygon extractor, and 2) a WAD2 file parser and extractor. These allow the compiler to import Quake 1 and Half-Life 1 level geometry. This format is output by the Worldcraft and Hammer map editors. The BSP compiler generates a custom .bsp file (not the same format that is output for the Quake or Half-Life engines.
The version 2 BSP project uses wxWidgets for the GUI and only compiles on Windows (because it uses DirectX). The BSP and PVS is constructed and textures are working. This BSP project is much more complete than the first one, but it uses a custom file format (IWF) designed by GameInstitute (http://www.gameinstitute.com). The only world editor that exports IWF files is GILES, which was written by them. You must enroll in one of their classes to get it.
Included with the version 2 BSP project is a MAP to IWF converter, but there are a few bugs and missing festures that make it unusable.


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