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Welcome to the Quake 3 source code!
This repository contains updated version of the original Q3 codebase with reorganized code structure, compatibility fixes, build setup for the latest Visual Studio and modifications that update the core tech but preserve original gameplay, look and feel.
The general direction is to simplify the things. The codebase should be easy to build, executable does not require additional shared libraries to work and we do not talk about OOP here. Only Windows platform is supported.
Vulkan support
The codebase supports Vulkan API. There are no difference in graphics between OpenGL and Vulkan modes. In addition to base rendering functionality and graphics customization options Vulkan backend also supports Q3 debug visualization features. The following mods were tested: baseq3, missionpack, cpma 1.48, spiterbot.
Make sure that the latest AMD/NVIDIA drivers are installed. Vulkan backend was tested on AMD and NVIDIA hardware. Unfortunately no guarantees for Intel GPUs - there is no vulkan support for my 4790K Haswell processor.
New cvars:
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r_renderAPI - 3D API to use: 0 - OpenGL, 1 - Vulkan. Requires vid_restart.
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r_twinMode - Debug feature to compare rendering output between OpenGL and Vulkan APIs. If enabled, renderer uses both APIs and renders current frame to two side-by-side windows. Requires vid_restart.
Additional information:
- Q: How to start game with vulkan support? A:
quake3-ke.exe +set r_renderAPI 1. - Q: How to enable vulkan support from Q3 console? A:
\r_renderAPI 1then\vid_restart. - Q: How to enable twin mode from Q3 console? A:
\r_twinMode 1then\vid_restart. - Q: How to check that Vulkan backend is really active? A:
gfxinfoconsole command reports information about active rendering backend.
Visual Studio
The project files are provides for Visual Studio 2017. Free community version is available online.
visual-studio/quake3.vcxproj.user.example file is provided with example configuration options to start game from visual studio and to enable vulkan validation layers.
