Shown entries: 1-8
Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.
Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.
I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation. Of course, this is true for most games, but the developer can change the proportions depending on what they are doing.
Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.
List of most common warnings and errors you can get while compiling a map.
This explains how to create your own skybox using Terragen.






