This is integration of this thing into SpaceEngine. Screenshots showing the map which I once made for Quake 3, loaded into SpaceEngine. There is collision detection of the camera and point particles with the walls, but the code is not completed yet. Particles are a bit slow, because collisions are calculated on CPU. Such particles can be used to make sparks while sliding metal on metal or stone, or for pebbles flying out of engine nozzles, or debris in a crash. Next step is implementing collisions with more complex primitives and convex shapes.

Such a system will be used to render buildings with interiors and for the spaceships interiors. The map can be modelled in NetRadiant. Now I will need a huge pack of textures for this...