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MessyBsp

Q3 BSP file loading, collision detection and rendering experimentation.
It's called MessyBsp because the code is hardly clean looking, and the rendering isn't that fancy.

Messy Bsp Screenshot

Features

  • Only draws the brushes of a bsp! That's the stuff you collide with!
  • Low-fi lighting model
  • xbox360 controller support
  • silent!
  • Dull greens, shiney blues
  • Doesn't seem to draw all the brushes! Buggy!
  • Builds and runs on Linux and Windows7

Usage

MessyBsp - By Richard Maxwell

  Renders or does a collsion detection benchmark on a quake3 bsp.

  MessyBsp [-b] [-h] [-f <path to quake3 bsp>]

  -b:  Benchmark 100,000 random collision tests
       Prints the cost in Microseconds. Otherwise
       Renders all the solid brushes using opengl.

  -f:  Quake3 bsp file to use. Defaults to 'final.bsp'.

  -h:  This help text. 

Building

Requirements:

  • C++14 compiler (latest GCC, clang, MSVC2015)
  • CMake 3.1 (3.2 for windows builds) [1]
  • SDL2 [2]
  • glew [3]

Preparation

If you're building a 32 bit binary, make sure you point to the 32 bit versions of the libraries.

On linux:

git clone https://github.com/JodiTheTigger/MessyBsp.git
mkdir MessyBsp-build
cd MessyBsp-build
cmake ../MessyBsp # -G Ninja # if you use ninja for building.

You then need to update the cache variables to point to sdl2, and glew if they are not found automatically.

Building

Assuming you just ran cmake:

make # or Ninja # if you used the Ninja generator

Running

For windows, you'll need to copy the SDL.dll and glew.dll files to the same location as the binary.

Controls: Keyboard

Keys are WASD, with SPACE as up, Q as down, and LEFT SHIFT as go faster. ESC to quit.

Controls: Controller

Dpad for movement, left bumper for up, right bumper to down and X as go faster. Start button to quit.

What I learned

  • How to parse Quake3 bsp files
  • How to do ray, sphere and capsule collision tests using a BSP tree
  • Convex hull generation
  • Finding single point three plane intersections (if they exist).
  • Generic lambdas in C++14
  • Alignas and struct packing
  • Matrix maths, identities and shortcuts
  • Model, View, and Projection matrcies
  • Basic bring up and tear down of OpenGL state for a vertex and fragment shader pipeline
  • What happens when your z buffer resultion is too low
  • Sdl2
  • Glew
  • GL_KHR_debug
  • Xbox360 controller support
  • Custom controller support when your xbox360 controller isn't recognised by sdl
  • To be at peace with compiler warnings generated by 3rd party code.
  • MSVC2015 preview doesn't support constexpr constructor initlisers yet
  • SDL does weird stuff with int main(int, char**) on windows
  • My code is crap (but that axiom is true for anyones code)

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Q3 BSP file loading, collision detection and rendering experimentation.

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