I’m still working on getting Quake3 support working. For the moment I’m ignoring the shader scripts (for more swish texture effects) and curved surfaces and just trying to get the first render, but I’m having a few annoying problems. The BSP tree is working, VIS is fine, but for some reason my camera decides to cull pretty much everything, meaning I get a very high frame rate blank screen. Hmmm. Its a long slow process at the moment with lots of paper math to try to work out what’s wrong – I’ve confirmed that the frustum is calculated correctly, and the node bounding boxes are right, but not why the two don’t play nicely together.
I’m putting in a few debug features to help me out (better class streaming to logs, wireframe node rendering). More soon I hope!