Hello everyone.
I’m working on a quake 3 map engine, it might have to do with a game in the future, but for now it’s just a experiment.
So far I’ve got a lot set up, I’ve followed these guides:
http://graphics.cs.brown.edu/games/quake/quake3.html
http://graphics.stanford.edu/~kekoa/q3/
http://www.devmaster.net/articles/quake3collision/
http://www.flipcode.com/articles/article_q2bsp.shtml
http://www.oracledbaexpert.com/BSPTrees/BinarySpacePartitioningTrees.html
Those links should be helpful to anyone else trying to do what I’m doing.
So far I don’t even have rendering set up, but I’ve got quite a bit done. I’ve
set up a RandomAccessFile parser and am swapping the bytes cause
their in little endian format. I’ve got a function that gives the leaf the camera
is in and I find that leafs cluster and use the pvs to find the other visible
leaves by looping through the leaves and seeing which cluster is visible
from the cluster the camera is in. I have a frustum set up that takes the
opengl modelview matrix and projection matrix, multiplies them and extracts
the transformed frustum planes. I also have a render loop set up and it’s working
pretty well.
So what’s stopping me from just trying testing out how this all works? I’m
confused about how quake 3s multi-levels of indirection to the find vertexes
and indexes when starting from the leafs. I’m also confused about what
approach to take to render these? I’m thinking of using vertex arrays and
recreating them each time I loop, I could also have a display list for each
leaf but that might not be good for big maps. Another problem is that
all the textures are in jpeg and I’m not sure how to load those with
devil.
If anyone has any knowledge regarding this, I’d be extremely
grateful for any help. I’m very excited about this project and I think if
I know a few more simple things I might be able to get it working. Also
any more links you could give me regarding the specs for quake 3
would also be extremely helpful!
Thanks for help, also thanks for LWJGL!!