Post AVHpxPCHnmplRFAjaK by crunklord420@kiwifarms.cc
 (DIR) More posts by crunklord420@kiwifarms.cc
 (DIR) Post #AVHpp9kdLW5TDVIw2S by crunklord420@kiwifarms.cc
       2023-05-03T18:48:08.370836Z
       
       4 likes, 2 repeats
       
       It's weird undocumented the compiled Quake BSP format is. The best, most definitive document I can find says "lmao this might be wrong because pre-release shareware version". It's probably correct, but it's shocking how no one had definitively documented the format let alone the new formats. You have to reverse engineer it from existing code.I also can't figure out what the main feature support difference between Quake 1 and Quake 2 is. Anyways I'm pretty sure BSP is the correct choice for level stuff, and if I can leverage editors like Trenchbroom that'd be great.I dunno, is BSP too old fashion? Probably not for a CPU rendered game.
       
 (DIR) Post #AVHpxPCHnmplRFAjaK by crunklord420@kiwifarms.cc
       2023-05-03T18:49:32.944916Z
       
       1 likes, 0 repeats
       
       I need a sanity check @Inginsub
       
 (DIR) Post #AVIQoS65LaUW88rjYu by Inginsub@clubcyberia.co
       2023-05-04T01:43:04.183408Z
       
       1 likes, 0 repeats
       
       @crunklord420 yeah, there's not a lot.  I think the description based on the demo should be accurate, the "something may have changed in the release" statement is more like "we tested our stuff from the old version and it worked, can't be fucked untangling this mess again".  The quake 2 engine was superseded by id tech 3, which is better documented.BSP is a weird and idiosyncratic file format that was only meant to be used in one engine - more like one game - and third-party developers used first-party tools to make and compile assets, from what I understand.  It's a good format when you have to render on CPU, but imo a bit of an overkill: it was meant to work in tandem with the engine optimized to run on a 75MHz CPU, most people today have 30-40 times that, plus SIMD, better cache performance and instruction pipelining.