PSXBSP

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PSXBSP is both the name of a node builder and map compiler originally used by Midway Games, and the name of the community node builder used to make levels for PlayStation and PsyDoom. In the case of the original program, like DoomEd, it is a NeXTSTEP application written in Objective-C, complicating the creation of cross-platform ports. It is a DoomBSP derivative, designed to work with a modified DoomEd, and first used in 1995.

PSXBSP (Original)[edit]

The original PSXBSP introduces LEAFS as a concept, pioneered by Aaron Seeler. Since it was designed to compile maps created by DoomEd into their binary form, it does not read map lumps such as THINGS, VERTEXES or LINEDEFS. Instead, it parses a text file in DWD format which contains the map information and creates said lumps from it.

PSXBSP was used to build nodes for Doom (Sony PlayStation) and Hexen (Sony PlayStation) before it was retired for a new node builder that would be used for Final Doom (PlayStation) and Doom 64, called DoomBSP 2.0.

PSXBSP (Community version)[edit]

The Doom 64 compatible builder D64BSP, itself based on glBSP 2.24 by Andrew Apted, was used to make the unofficial PSXBSP in 2007, in order to create LEAFS-based nodes for PlayStation related development on PC, modernizing the structures whilst remaining compatible with the original datasets.


Source code genealogy
Preceded by Name Succeeded by
DoomBSP PSXBSP DoomBSP 2.0
Preceded by Name Succeeded by
D64BSP PSXBSP (glBSP) None