The cradle of Quake III Arena
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README.txt The Quake III Arena sources as originally released under the GPL license on August 20, 2005. 2012-01-31 13:41:34 -06:00

Welcome to the Quake 3 source code!

Project Badge

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.

Usage

  • Build visual-studio/quake3.sln solution.
  • Copy quake3-ke.exe to your local Quake-III-Arena installation folder.

Vulkan support

Vulkan backend provides the same graphics features as original OpenGL-based one including customization via r_xxx cvars and debug visualization.

DX12 support

DirectX 12 backend implementation is provided mostly for educational purposes and is not included in the prebuild binaries. It can be enabled by uncommenting ENABLED_DX12 in dx.h header and recompiling the project.

New cvars:

  • r_renderAPI - 3D API to use. Requires vid_restart.

    • 0 - OpenGL
    • 1 - Vulkan
    • 2 - DX12 (if enabled, see above).
  • r_twinMode - Debug feature to compare rendering output between OpenGL/Vulkan/DX12 APIs. 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 1 then \vid_restart.
  • Q: How to enable twin mode from Q3 console? A: \r_twinMode 1 or \r_twinMode 1 then \vid_restart.
  • Q: How to check that Vulkan backend is really active? A: gfxinfo console command reports information about active rendering backend.

Visual Studio

The project files are provided 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 the game from visual studio and to enable vulkan validation layers.

quake3-ke