3 ms·
This is a great bit of nostalgia, not just for Quake 3 but because quite a while back (2000-2001-ish) I wrote a Q3 BSP format renderer for the Nebula Device ope
by georgemcbay 14y ago
This is a great bit of nostalgia, not just for Quake 3 but because quite a while back (2000-2001-ish) I wrote a Q3 BSP format renderer for the Nebula Device open source engine, written in C++. Sadly the code seems to be somewhat lost at this point. I don't have a local copy of it and some cursory searches for it aren't finding much, I suspect it exists in some now-obsolete branch of an SVN repo on SourceForge, but don't care enough to really go looking. Surprisingly there is still a tripod page with screenshots:
http://gmcbay.tripod.com/ http://gmcbay.tripod.com/
Anyway, great work so far! I am curious why you're doing BSP rendering if your goal is to have a destructible/voxelized-style world, since the two things are on opposite ends of the spectrum of mutability.
- Jeaye 14y agoThanks! I went with BSP loading first because I'd like to voxelize arbitrary Q3 maps. It's planned to be a feature of the game to be able to load in any Q3 or QL map and be able to destroy it.
- BruceM 14y agoI miss the Nebula Device. Nebula3 was really shaping up into something great.
- georgemcbay 14y agoBruce Mitchener, I presume? I remember you from the days of hacking on Nebula! I wasn't around by the time Nebula 3 came to pass, I actually didn't realize there was a Nebula 3 until I did a google search to see if I could find any of my old nebula code.