Saturday, July 12, 2008

Quake3 BSP

I am thinking of writing a simple 3d game.  Something fun and easy to play for 5 minutes and put down.

As an exploration of 3d programming, something I have had only limited experience with before, I have been looking at the Quake3 BSP format.  It's interesting how the format has been optimized for quick processing.

A simple example of this is all of the data organized in vertex buffers with double indirection for simple processing by 3d hardware.  Also more subtle things like the simplicity of the BSP algorithm and pre-computed visibility data, an algorithm that would probably entirely fit in the L1 i-cache of the processor.

Anyway for anyone looking some good  references on this, google says the best are this format description and this usage description.

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