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Quake3e

This is a modern Quake III Arena engine aimed to be fast, secure and compatible with all existing Q3A mods. It is based on last non-SDL source dump of ioquake3 with latest upstream fixes applied.

Key features:

  • optimized OpenGL renderer with per-pixel dynamic lights, bloom, antialiasing, greyscale options, etc.
  • optimized Vulkan renderer
  • significally reworked QVM (Quake Virtual Machine)
  • improved server-side DoS protection, much reduced memory usage
  • raized filesystem limits (up to 20.000 maps can be handled in a single directory)
  • reworked Zone memory allocator, no more out-of-memory errors
  • non-intrusive support for SDL2 backend (video,audio,input), selectable at compile time
  • tons of bugfixes and other improvements

This repository do not contains any game content so in order to play you must copy resulting binaries into your existing Quake III Arena installation

Build Instructions

windows/msvc

Install Visual Studio Community Edition 2017 or later and compile quake3e project from solution

code/win32/msvc2017/quake3e.sln

Copy resulting exe from code/win32/msvc2017/output directory

To compile with Vulkan backend - clean solution, right click on quake3e project, find Project Dependencies and select renderervk instead of renderer

windows/mingw

All build dependencies (libraries, headers) are bundled-in

Build with either make ARCH=x86 or make ARCH=x86_64 commands depending from your target system, then copy resulting binaries from created build directory or use command:

make install DESTDIR=<path_to_game_files>

linux/bsd

You may need to run following commands to install packages (using fresh ubuntu-18.04 installation as example):

  • sudo apt install make gcc libcurl4-openssl-dev mesa-common-dev
  • sudo apt install libxxf86dga-dev libxrandr-dev libxxf86vm-dev libasound-dev
  • sudo apt install libsdl2-dev

Build with: make

Copy resulting binaries from created build directory or use command:

make install DESTDIR=<path_to_game_files>

Several make options available for linux/mingw builds:

BUILD_CLIENT=1 - build unified client/server executable, enabled by default

BUILD_SERVER=1 - build dedicated server executable, enabled by default

USE_SDL=0- use SDL2 backend for video, audio, input subsystems, disabled by default

USE_VULKAN=0 - link client with vulkan renderer instead of OpenGL, disabled by default

USE_RENDERER_DLOPEN=0 - do not link single renderer into client binary, compile all renderers as dynamic libraries and allow to switch them on the fly via \cl_renderer cvar, disabled by default - not recommented due to not stable renderer API

Example:

make BUILD_SERVER=0 USE_VULKAN=1 - which means do not build dedicated binary, build client with static vulkan renderer

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