
In 2004 i was reading about Quake 3 engine design and so i decided to create my own prototype of engine based on bsp trees. It uses an interesting trick to speed-up the rendering of a huge level: pre-computed potential visibility set. The entire level is subdivided in convex sectors and then for every possible position and orientation of player camera are computed the adjacent visible sectors. All these computations are done at level creation time by the bsp compiler which makes a .bsp file. At runtime the engine reads the potential visibilty set and renders only visible sectors. This permits a great improvement in performances. Another interesting trick is used for speed-up collision testing: the engine uses low detail meshed, called brushes, for a first collision test.
Features:
- Scene management based on bsp trees, optimized for indoor environments
- Pre-computed Potential Visibility Set
- Scene file in Quake3 .bsp format
- Lighting based on lightmaps
- Animated characters in MD2 format
- Collision detection based on low detail meshes (brushes)
- Game data stored in compressed archive
- Sound support (mp3/ogg/wav/midi)
- Supported OS: MS Windows 2000/XP
- Uses DirectX 9.0 API
download demo (9.59 MB)
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