Binary Space Partitioning Tools and articles The purpose of
this section is to provide a practical pool of information on Binary space
partitioning that is as complete as possible. There are many resources for loading Quake and doom BSP maps, however these maps have been compiled and are ready to go. These pages focus in on the theory behind BSPs for people who don't want to rely on 3rd party compilers, or who want to write their own compilers for a smoother content creation pipeline or just for more features. These pages aren't tied down at all to any particular game, however doom 3 .map files out of GtkRadiant will be used simply because they are easy to parse.
This list will be filled out as I complete each task. All of them are in progress.
This page is the main page for my binary space partitioning section of my website. Below are some useful links to other useful sites as well as some map files I've uploaded ready to be used with libPortal. And at the very bottom are some screenshots of libPortal in action.
- libPortal - a cross platform BSP map compiler and loader. Also has a viewer.
- Article on turning BSP brushes into triangles.
- Article on finding portals in BSP maps and taking advantage of them for rendering.
- Article on calculating texture cordinates in varvious bsp based games.
- Article on turning bsp brushes into physics engine primatives.
Releases below this line are not ready for general use.
Update: February 14th 2010 - I'm breathing new life into this library, for a
project at school. new release will come in a month or two, and will be out
Revision 24 tar.gz .zip
Missing textures...I just couldn't copy them all, so I copied the most used ones only. The green boxes are physics primitives. It detects brushes that are rectangular and finds the their world space transformation matrix that takes a 1x1x1 cube to their location. The whole point is to optimize the level mesh for physics engines.
Here is a link to the main GtkRadiant Page. GtkRadiant is no longer in under development.
This is the new version of GtkRadiant, now call ZeroRadiant, it has yet to be released officially, but apparently the svn version is stable.
Seems pretty nice, but not cross platform as far as I can tell.
Two good articles on Quake 3 map formats.
An FAQ on Gamedev.net, answers simple questions, and has many useful links at the bottom, but most are broken.
(made by me)