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86 lines
4.3 KiB
Markdown
86 lines
4.3 KiB
Markdown
# Quake3e
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[![build](../../workflows/build/badge.svg)](../../actions?query=workflow%3Abuild) * <a href="https://discord.com/invite/X3Exs4C"><img src="https://img.shields.io/discord/314456230649135105?color=7289da&logo=discord&logoColor=white" alt="Discord server" /></a>
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This is a modern Quake III Arena engine aimed to be fast, secure and compatible with all existing Q3A mods.
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It is based on last non-SDL source dump of [ioquake3](https://github.com/ioquake/ioq3) with latest upstream fixes applied.
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Go to [Releases](../../releases) section to download latest binaries for your platform or follow [Build Instructions](#build-instructions)
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*This repository does not contain any game content so in order to play you must copy the resulting binaries into your existing Quake III Arena installation*
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**Key features**:
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* optimized OpenGL renderer
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* optimized Vulkan renderer
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* raw mouse input support, enabled automatically instead of DirectInput(**\in_mouse 1**) if available
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* unlagged mouse events processing, can be reverted by setting **\in_lagged 1**
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* **\in_minimize** - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
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* **\video-pipe** - to use external ffmpeg binary as an encoder for better quality and smaller output files
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* significally reworked QVM (Quake Virtual Machine)
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* improved server-side DoS protection, much reduced memory usage
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* raised filesystem limits (up to 20,000 maps can be handled in a single directory)
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* reworked Zone memory allocator, no more out-of-memory errors
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* non-intrusive support for SDL2 backend (video, audio, input), selectable at compile time
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* tons of bug fixes and other improvements
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## Vulkan renderer
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Based on [Quake-III-Arena-Kenny-Edition](https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition) with many additions:
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* high-quality per-pixel dynamic lighting
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* very fast flares (**\r_flares 1**)
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* anisotropic filtering (**\r_ext_texture_filter_anisotropic**)
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* greatly reduced API overhead (call/dispatch ratio)
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* flexible vertex buffer memory management to allow loading huge maps
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* multiple command buffers to reduce processing bottlenecks
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* [reversed depth buffer](https://developer.nvidia.com/content/depth-precision-visualized) to eliminate z-fighting on big maps
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* merged lightmaps (atlases)
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* multitexturing optimizations
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* static world surfaces cached in VBO (**\r_vbo 1**)
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* useful debug markers for tools like [RenderDoc](https://renderdoc.org/)
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* fixed framebuffer corruption on some Intel iGPUs
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* offscreen rendering, enabled with **\r_fbo 1**, all following requires it enabled:
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* `screenMap` texture rendering - to create realistic environment reflections
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* multisample anti-aliasing (**\r_ext_multisample**)
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* supersample anti-aliasing (**\r_ext_supersample**)
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* per-window gamma-correction which is important for screen-capture tools like OBS
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* you can minimize game window any time during **\video**|**\video-pipe** recording
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* high dynamic range render targets (**\r_hdr 1**) to avoid color banding
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* bloom post-processing effect
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* arbitrary resolution rendering
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* greyscale mode
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In general, not counting offscreen rendering features you might expect from 10% to 200%+ FPS increase comparing to KE's original version
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Highly recommended to use on modern systems
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## OpenGL renderer
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Based on classic OpenGL renderers from [idq3](https://github.com/id-Software/Quake-III-Arena)/[ioquake3](https://github.com/ioquake/ioq3)/[cnq3](https://bitbucket.org/CPMADevs/cnq3)/[openarena](https://github.com/OpenArena/engine), features:
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* OpenGL 1.1 compatible, uses features from newer versions whenever available
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* high-quality per-pixel dynamic lighting, can be triggered by **\r_dlightMode** cvar
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* merged lightmaps (atlases)
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* static world surfaces cached in VBO (**\r_vbo 1**)
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* all set of offscreen rendering features mentioned in Vulkan renderer, plus:
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* bloom reflection post-processing effect
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Performance is usually greater or equal to other opengl1 renderers
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## OpenGL2 renderer
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Original ioquake3 renderer, performance is very poor on non-nvidia systems, unmaintained
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## [Build Instructions](BUILD.md)
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## Contacts
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Discord channel: https://discordapp.com/invite/X3Exs4C
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## Links
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* https://bitbucket.org/CPMADevs/cnq3
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* https://github.com/ioquake/ioq3
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* https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition
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* https://github.com/OpenArena/engine
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