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Quake3e/README.md

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# Quake3e
[![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>
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](https://github.com/ioquake/ioq3) with latest upstream fixes applied.
Go to [Releases](../../releases) section to download latest binaries for your platform or follow [Build Instructions](#build-instructions)
*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*
**Key features**:
* optimized OpenGL renderer
* optimized Vulkan renderer
* raw mouse input support, enabled automatically instead of DirectInput(**\in_mouse 1**) if available
* unlagged mouse events processing, can be reverted by setting **\in_lagged 1**
* **\in_minimize** - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
* **\video-pipe** - to use external ffmpeg binary as an encoder for better quality and smaller output files
* significally reworked QVM (Quake Virtual Machine)
* improved server-side DoS protection, much reduced memory usage
* raised 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 bug fixes and other improvements
## Vulkan renderer
Based on [Quake-III-Arena-Kenny-Edition](https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition) with many additions:
* high-quality per-pixel dynamic lighting
* very fast flares (**\r_flares 1**)
* anisotropic filtering (**\r_ext_texture_filter_anisotropic**)
* greatly reduced API overhead (call/dispatch ratio)
* flexible vertex buffer memory management to allow loading huge maps
* multiple command buffers to reduce processing bottlenecks
* reversed depth buffer to eliminate z-fighting on big maps
* merged lightmaps (atlases)
* multitexturing optimizations
* static world surfaces cached in VBO (**\r_vbo 1**)
* useful debug markers for tools like RenderDoc
* fixed framebuffer corruption on some Intel iGPUs
* offscreen rendering, enabled with **\r_fbo 1**, all following requires it enabled:
* `screenMap` texture rendering - to create realistic environment reflections
* multisample anti-aliasing (**\r_ext_multisample**)
* supersample anti-aliasing (**\r_ext_supersample**)
* per-window gamma-correction which is important for screen-capture tools like OBS
* you can minimize game window any time during **\video**|**\video-pipe** recording
* high dynamic range render targets (**\r_hdr 1**) to avoid color banding
* bloom post-processing effect
* arbitrary resolution rendering
* greyscale mode
In general, not counting offscreen rendering features you might expect from 10% to 200%+ FPS increase comparing to KE's original version
Highly recommended to use on modern systems
## OpenGL renderer
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:
* OpenGL 1.1 compatible, uses features from newer versions whenever available
* high-quality per-pixel dynamic lighting, can be triggered by **\r_dlightMode** cvar
* merged lightmaps (atlases)
* static world surfaces cached in VBO (**\r_vbo 1**)
* all set of offscreen rendering features mentioned in Vulkan renderer, plus:
* bloom reflection post-processing effect
Performance is usually greater or equal to other opengl1 renderers
## OpenGL2 renderer
Original ioquake3 renderer, performance is very poor on non-nvidia systems, unmaintained
## 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 on 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 the 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 the resulting binaries from created `build` directory or use command:
`make install DESTDIR=<path_to_game_files>`
---
### raspberry pi os
Install the build dependencies:
* apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev
Build with: `make`
Copy the resulting binaries from created `build` directory or use command:
`make install DESTDIR=<path_to_game_files>`
---
### macos
* install the official SDL2 framework to /Library/Frameworks
* `brew install molten-vk` or install Vulkan SDK to use MoltenVK library
Build with: `make`
Copy the resulting binaries from created `build` directory
---
Several Makefile options are available for linux/mingw/macos 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, enabled by default, enforced for macos
`USE_VULKAN=1` - build vulkan modular renderer, enabled by default
`USE_OPENGL=1` - build opengl modular renderer, enabled by default
`USE_OPENGL2=0` - build opengl2 modular renderer, disabled by default
`USE_RENDERER_DLOPEN=1` - do not link single renderer into client binary, compile all enabled renderers as dynamic libraries and allow to switch them on the fly via `\cl_renderer` cvar, enabled by default
`RENDERER_DEFAULT=opengl` - set default value for `\cl_renderer` cvar or use selected renderer for static build for `USE_RENDERER_DLOPEN=0`, valid options are `opengl`, `opengl2`, `vulkan`
`USE_SYSTEM_JPEG=0` - use current system JPEG library, disabled by default
Example:
`make BUILD_SERVER=0 USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan` - which means do not build dedicated binary, build client with single static vulkan renderer
## Contacts
Discord channel: https://discordapp.com/invite/X3Exs4C
## Links
* https://bitbucket.org/CPMADevs/cnq3
* https://github.com/ioquake/ioq3
* https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition
* https://github.com/OpenArena/engine