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zyvolution

bsp

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Hello. Me and my team are going to design a fps shooter. No problem at all. First we wanted to do it in gamemaker but now we switched to c++. Because c++ is about thousand times better. But in proffessional games the levels are in bsp format. But how do i create those 'bsp' levels? Thanks for reading.

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You can use QE Radiant ( http://www.qeradiant.com/ ) for creating a map file. Then you can compile this map file to a bsp file used by Quake games.
Then you can search in google for BSP Loader tutorials. There are pleny of these. For example, http://www.ultimategameprogramming.com/demoDownload.php?category=OpenGL&page=6

and also for mapping tutorials check http://modsonline.com

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For one thing, C++ isn't necessarily 1000 times better than GameMaker. If you are an experienced C++ programmer with APIs as OpenGL, Direct3D and/or perhaps a few game/3d engines under the belt, then yes, your game is probably going to be better when written in C++. If you are not that experienced however, and more interested in making a game than solving language-specific problems a lot, GameMaker is definately a good choice.

Having said that, the bsp format is in fact 'just another level format'. In essence it comes down to a huge amount of data that describes the positions of objects in a scene. So you don't necessarily have to stick to the bsp format just because 'professional games' do so. It is also possible to create your own level format and editor. BSP stands for 'binary space partitioning' and it is an 'algorithm' to determine if objects in a level are visible and it they should thus be rendered. After searching a bit I found this wiki article, which should give you an idea of how to work with .bsp ;)

Click Here

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Thank you all that helped me out :D

rogierpennink:
I am learning c++ OpenGL i already have a standard framework :P
But i thinkt its better than gm.

ComradeBG:
Thanks for the handy links.

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