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     <![CDATA[
       &quot;All that to give the disc volcanoes? Madness!&quot; &quot;You say that now. You wait until you see the earthquake ...
       <a href="http://www.gamers.org/dEngine/quake/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
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 <dc:source>http://www.gamers.org/dEngine/quake/</dc:source>
 <dc:identifier>1412162</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-08-06T03:46:57Z</dc:date>
 <dc:subject>bot</dc:subject>
 <dc:subject>fps</dc:subject>
 <dc:subject>mod</dc:subject>
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fgraphics.stanford.edu%2F%7Ekekoa%2Fq3%2F&amp;title=Unofficial%20Quake%203%20Map%20Specs">
 <title>Unofficial Quake 3 Map Specs</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fgraphics.stanford.edu%2F%7Ekekoa%2Fq3%2F&amp;title=Unofficial%20Quake%203%20Map%20Specs</link>
 
  
   <description>
     <![CDATA[
       This document describes the Quake 3 BSP file format. This is an unofficialdocument. Quake 3 is a registered trademark of id Software, which does not sponsor,authorize, or endorse this document.This document describes the Quake 3 BSP file format as the authorunderstands it. While every effort has been made to ensure that thecontents of this document are accurate, the author does not guarantee thatany portion of this document is actually correct. In addition, the authorcannot be held responsible the consequen...
       <a href="http://graphics.stanford.edu/~kekoa/q3/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
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 <dc:source>http://graphics.stanford.edu/~kekoa/q3/</dc:source>
 <dc:identifier>1097046</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T07:26:03Z</dc:date>
 <dc:subject>prog</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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 <title>Quake Forum 2 :: Quake3 Editing Q&amp;A</title>
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     <![CDATA[
       Powered by phpBB © 2001, 2005 phpBB Group Design by Freestyle XL / Flowers Online.Traduction par : PHPBB JAPAN / EUC-JP Edition : JP Support Forum
       <a href="http://forum.quakenews.org/viewforum.php?f=9&amp;sid=6484d8e3bb3748ba09a2cd99c092c7c9">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fforum.quakenews.org%2Fviewforum.php%3Ff%3D9%26sid%3D6484d8e3bb3748ba09a2cd99c092c7c9&amp;title=Quake%20Forum%202%20%3A%3A%20Quake3%20Editing%20Q%26A">
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 <dc:source>http://forum.quakenews.org/viewforum.php?f=9&amp;sid=6484d8e3bb3748ba09a2cd99c092c7c9</dc:source>
 <dc:identifier>1094919</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T02:35:48Z</dc:date>
 <dc:subject>tool</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fbsp-trees-physics%2F&amp;title=DevMaster.net%20-%20Physics%20in%20BSP-Trees%3A%20Collision%20Detection">
 <title>DevMaster.net - Physics in BSP-Trees: Collision Detection</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fbsp-trees-physics%2F&amp;title=DevMaster.net%20-%20Physics%20in%20BSP-Trees%3A%20Collision%20Detection</link>
 
  
   <description>
     <![CDATA[
       One of the most intriguing problems when creating a BSP-tree based 3D-engine is collision detection. It is not as hard to solve as to do it fast. In the vast majority of FPS games most of the processor time is consumed when doing collision detection. Consider an object that is moving through the world. It has to be checked against the geometry and all other objects in the world to see that it does not pass through or get too close to any of them. For one avatar or object this can be done with a slow algorit...
       <a href="http://www.devmaster.net/articles/bsp-trees-physics/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fbsp-trees-physics%2F&amp;title=DevMaster.net%20-%20Physics%20in%20BSP-Trees%3A%20Collision%20Detection">
	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
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 <dc:source>http://www.devmaster.net/articles/bsp-trees-physics/</dc:source>
 <dc:identifier>1096934</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T07:12:26Z</dc:date>
 <dc:subject>prog</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>c/c++言語</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fquake3collision%2F&amp;title=DevMaster.net%20-%20Quake%203%20BSP%20Collision%20Detection">
 <title>DevMaster.net - Quake 3 BSP Collision Detection</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fquake3collision%2F&amp;title=DevMaster.net%20-%20Quake%203%20BSP%20Collision%20Detection</link>
 
  
   <description>
     <![CDATA[
       1. IntroductionThis document is written to be a tutorial to teach how to implement collision detection for the BSP46 (Quake 3&#39;s) map format. It is written for people who already understand how the Quake 3 BSP structure works (and, preferrably, have written a renderer of at least a basic level for the map format).All of the code in the document is written in pseudo-code. Anything you see referenced with BSP.* means the properties shown of the BSP file itself, after it has been parsed. I don&#39;t bother ...
       <a href="http://www.devmaster.net/articles/quake3collision/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fwww.devmaster.net%2Farticles%2Fquake3collision%2F&amp;title=DevMaster.net%20-%20Quake%203%20BSP%20Collision%20Detection">
	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
   </description>
  
  
  
 
 <dc:source>http://www.devmaster.net/articles/quake3collision/</dc:source>
 <dc:identifier>1096930</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T07:10:09Z</dc:date>
 <dc:subject>prog</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>c/c++言語</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.qeradiant.com%2Fcgi-bin%2Ftrac.cgi%2Fwiki&amp;title=GtkRadiant">
 <title>GtkRadiant</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.qeradiant.com%2Fcgi-bin%2Ftrac.cgi%2Fwiki&amp;title=GtkRadiant</link>
 
  
   <description>
     <![CDATA[
       New development version: ZeroRadiantGtkRadiant 1.5Some new and improved features: Enhanced Texturebrowser, makes browsing your textures alot easier.A detailed documentation can be found here: ETB-DocumentationTexturetagging, create custom categories for your textures to get a better workflowBrushexport Plugin, export selected Brushes as Wavefront files and load them into your 3D application (Documentation)Lighting previewmode for Doom3, Quake 4 etc (Press F3). Improved camera strafing (Ctrl), press (Ctrl + ...
       <a href="http://www.qeradiant.com/cgi-bin/trac.cgi/wiki">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fwww.qeradiant.com%2Fcgi-bin%2Ftrac.cgi%2Fwiki&amp;title=GtkRadiant">
	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
   </description>
  
  
  
 
 <dc:source>http://www.qeradiant.com/cgi-bin/trac.cgi/wiki</dc:source>
 <dc:identifier>1094929</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T02:37:41Z</dc:date>
 <dc:subject>tool</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.is.oit.ac.jp%2F%7Ewhashimo%2Fserver%2F%7Ewhashimo%2FArticle%2FQuake3Radiant%2Findex.html&amp;title=Quake3%20Map%E6%A7%8B%E7%AF%89%E3%82%BD%E3%83%95%E3%83%88%20Radiant">
 <title>Quake3 Map構築ソフト Radiant</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fwww.is.oit.ac.jp%2F%7Ewhashimo%2Fserver%2F%7Ewhashimo%2FArticle%2FQuake3Radiant%2Findex.html&amp;title=Quake3%20Map%E6%A7%8B%E7%AF%89%E3%82%BD%E3%83%95%E3%83%88%20Radiant</link>
 
  
   <description>
     <![CDATA[
       2Dマップの中央に位置している青い菱形マークは視点の位置や方向を表している． 壁面を一つ抜いてみよう(閉空間でなくなるので，後ほどエラーが出るが，ここでは気にしなくてよい）．実線状態のオブジェクトを選択するには，SHIFTキーを押しながら左クリックすればよい．赤点線状態になれば選択されていることになる．間違って選択したり，選択を取り消す場合はEscapeキーを押す．また，BackSpaceキーによって選択オブジェクトを削除できる． 壁面のテクスチャは&quot;SHADER NOT FOUND&quot;となっている．テクスチャファイルが見つからない場合，この模様になる．テクスチャを変更する場合は，あらかじめテクスチャを用意することからはじめる． 基本設定で指定したディレクトリの下のbaseq3以下に，テクスチャを収めるディレクトリtexturesを作成する． このディレクトリ配下にテクスチャを格納すればよいが，ここではさらにwallというディレクトリを作成し，blocks10.jpgというテクスチャファイルを置いた． メニューのTextures-&gt;Flush&Reload Textureを選択すると，...
       <a href="http://www.is.oit.ac.jp/~whashimo/server/~whashimo/Article/Quake3Radiant/index.html">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fwww.is.oit.ac.jp%2F%7Ewhashimo%2Fserver%2F%7Ewhashimo%2FArticle%2FQuake3Radiant%2Findex.html&amp;title=Quake3%20Map%E6%A7%8B%E7%AF%89%E3%82%BD%E3%83%95%E3%83%88%20Radiant">
	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
   </description>
  
  
  
 
 <dc:source>http://www.is.oit.ac.jp/~whashimo/server/~whashimo/Article/Quake3Radiant/index.html</dc:source>
 <dc:identifier>1094850</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-03T02:30:37Z</dc:date>
 <dc:subject>tool</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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<item rdf:about="http://clip.nifty.com/entry?url=http%3A%2F%2Fshaderlab.com%2Fq3map2%2F&amp;title=Q3Map2%20-%20Shaderlab">
 <title>Q3Map2 - Shaderlab</title>
  <link>http://clip.nifty.com/entry?url=http%3A%2F%2Fshaderlab.com%2Fq3map2%2F&amp;title=Q3Map2%20-%20Shaderlab</link>
 
  
   <description>
     <![CDATA[
       <br />HistoryQ3Map2 is the official level compiler for Id Tech 3. Originally coded as a modification of the RTCW tool chain fo...
       <a href="http://shaderlab.com/q3map2/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
       <a href="http://clip.nifty.com/create?url=http%3A%2F%2Fshaderlab.com%2Fq3map2%2F&amp;title=Q3Map2%20-%20Shaderlab">
	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
   </description>
  
  
  
 
 <dc:source>http://shaderlab.com/q3map2/</dc:source>
 <dc:identifier>1359199</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-31T08:33:45Z</dc:date>
 <dc:subject>tool</dc:subject>
 <dc:subject>mod</dc:subject>
 <dc:subject>gamedev</dc:subject>
 <dc:subject>quake</dc:subject>
 <dc:subject>bsp</dc:subject>
 
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 <title>The Official QuArK website - Main Page</title>
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   <description>
     <![CDATA[
       本文なし
       <a href="http://quark.sourceforge.net/">
       <img src="http://clip.nifty.com/images/icn_moretxt.gif" alt="続きを読む" border="0" align="middle" />続きを読む</a>  <p>
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	   <img src="http://clip.nifty.com/images/addclip_icn.gif" alt="クリップへ追加する" border="0" align="middle" />クリップへ追加する</a></p>]]>
   </description>
  
 
 <dc:source>http://quark.sourceforge.net/</dc:source>
 <dc:identifier>1209917</dc:identifier>
 <dc:creator>takaya</dc:creator>
 <dc:date>2009-07-15T04:57:44Z</dc:date>
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 <dc:subject>mod</dc:subject>
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