Quake BSP renderer for PS1
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Nico de Poel c8c44b352f A bit of cleanup ahead of attempting to make textures work 3 years ago
.gitignore First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
CMakeLists.txt First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed! 3 years ago
CMakePresets.json Added debug and release build configurations 3 years ago
asset.c First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
asset.h First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
atlas-e1m1.tim First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
atlas-e2m2.tim First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
common.h Fixes to make things work on real hardware again: 3 years ago
display.c Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
display.h Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
input.c Added anamorphic 16:9 widescreen support because why the heck not? 3 years ago
input.h First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
iso.xml First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
main.c Made the framerate counter show 100ths of a second 3 years ago
memory.c Made polygon building faster by checking ahead of time if we have enough primitive buffer space, instead of checking it per polygon. 3 years ago
memory.h Made polygon building faster by checking ahead of time if we have enough primitive buffer space, instead of checking it per polygon. 3 years ago
ps1bsp.h A bit of cleanup ahead of attempting to make textures work 3 years ago
qmath.c First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed! 3 years ago
qmath.h Implemented backface culling per face, by adding plane and center point fields to the face struct and checking the plane's normal against the camera vector to the center point. 3 years ago
system.cnf First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago
test.ps1bsp A bit of cleanup ahead of attempting to make textures work 3 years ago
time.c Fixes to the time system to make it work on real hardware, and prevent potential crash from division by zero. 3 years ago
time.h Implemented real-time clock, allowing for precise timekeeping and framerate-independent game updates. 3 years ago
world.c A bit of cleanup ahead of attempting to make textures work 3 years ago
world.h Implemented PVS decompression, leaf visibility check using PVS data, and front-to-back traversal of the BSP tree. 3 years ago