Hi everyone.

I just commited my work on BSP world for Soya on the subversion. I hope it will work for you :)

The final goal of my work is to allow soya users to create levels with already existing tools like GtkRadiant and use them with soya. But there is still lot of work to do for that, helpers are welcome.

With what I have done so far you can import Quake 3 levels and turn them into soya Worlds. BSP Worlds are displayed in soya using BSP tree optimisation algorithm, so you can display quite big levels without slowing your programm. BSP tree optimisation is also used for BSP World children (monsters, items in the level...) so that only visible children are rendered.
Collision detection is not implemented yet.

I put a test programm and a small test BSP level in the BSP directory. Try bsp_importer.py to turn the BSP level into a saved soya world and then try the bsp_viewer.py to display it.

My code is still experimental. Some parts of it need to be rewriten. I added two class in soya : SplitedModel and BSPWorld. SplitedModel derives from SimpleModel. It is a model divided into severals parts. It is possile to render only some parts of it. I use it for BSP levels but it could also be used for Octree or Quadtree levels. BSPWorld derives from World. It works with a SplitedModel and use BSP algorithm to render only visible parts of it depending on the camera position.

Now I would to work on Soya Material Pack system unless someone has plans for it already. I use it to display BSP levels (it is also used for terrains) and I think it is ways to slow. I beleive I can make it much faster. What do you think ?

Souvarine.


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