This was originally a port of Engoo to X11 capable systems... however that was a long time ago.
audio | ||
editor | ||
engine | ||
id1 | ||
include | ||
launcher | ||
network | ||
renderer | ||
server | ||
tracker | ||
video | ||
icon.xpm | ||
LICENSE | ||
Makefile | ||
README | ||
splash.xpm |
_ _ ____ _ _ _ _ _____ __ | | / |___ \| | | | | / |_ _\ \/ / | |/ |_ | | | | | |/ || | \ / | /| | |_| | |_| | /| || | / \ |_/ |_|____/ \___/|_/ |_|___/_/\_\ This is a novelty engine rendering in software mode, aka on your CPU. It uses SDL functions, aside from that no dependencies are necessary. This was originally a port of Engoo to X11 capable systems... however that was a long time ago. It can run Q1 with all its fancy waterwarping, too. ************ Features ************ - Fully software-rendered 3D-Engine - Colored lighting, 8-bit, "16-bit" and "24-bit" dithered lightmaps - Particle and (non-clipped) decal system - Coronas with support for light styles - Model blob shadows - Sound pitch variation - Server side QCVM gamecode with enhanced extensions (such as file i/o, traceboxes...) - Texture filtering on level textures (Fabien Sanglard's) - Water translucency and refractions - Low detail modes - Distance fog - Video output, window handling and input powered by SDL. - Music playback via DUMB, X Multimedia System (and FModEx if desired) ************* Compiling ************* For a debug build (larger and slower) issue 'make'. For a release build (smaller and faster) issue 'make build_release'. ********* Notes ********* - Originally based on engoo by leileilol - Carried over soundfixes from reQuiem - Caching of lookup tables is done on disk, taking up 1541120 bytes/1.5mb - Engine contains an integrated palette as well as colormap generation - It also contains an integrated (fallback) conchars - If you want to run Q1 with it, launch it with -data id1. Merge the id1 folder with your own! ********* Plans ********* - Menu system done primarily using CSQC or similar - HUD system done primarily using CSQC or similar - Make the bots less Q1 specific, controllable via SSQC - Make the engine run without any external content - Ship with a game directory that can be used as a base and torn apart for any use - Ship with a free, scratch QC base demo-ing the new engine extensions - Try to compile a Windows version (for those who don't 'get' UNIX)