37 lines
2.0 KiB
Markdown
37 lines
2.0 KiB
Markdown
# Welcome to the Quake 3 source code!
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<img src="https://ci.appveyor.com/api/projects/status/github/kennyalive/Quake-III-Arena-Kenny-Edition?svg=true" alt="Project Badge">
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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**.
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## Usage
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* Build `visual-studio/quake3.sln` solution.
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* Copy `quake3-ke.exe` to your local Quake-III-Arena installation folder.
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## Vulkan support
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Vulkan backend provides the same graphics features as original OpenGL-based one including customization via r_xxx cvars and debug visualization.
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## DX12 support
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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.
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#### New cvars:
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* **r_renderAPI** - 3D API to use. Requires vid_restart.
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* 0 - OpenGL
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* 1 - Vulkan
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* 2 - DX12 (if enabled, see above).
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* **r_twinMode** - Debug feature to compare rendering output between OpenGL/Vulkan/DX12 APIs. Requires vid_restart.
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#### Additional information:
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* Q: How to start game with vulkan support? A: `quake3-ke.exe +set r_renderAPI 1`.
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* Q: How to enable vulkan support from Q3 console? A: `\r_renderAPI 1` then `\vid_restart`.
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* Q: How to enable twin mode from Q3 console? A: `\r_twinMode 1` or `\r_twinMode 1` then `\vid_restart`.
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* Q: How to check that Vulkan backend is really active? A: `gfxinfo` console command reports information about active rendering backend.
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## Visual Studio
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The project files are provided for Visual Studio 2017. Free community version is available online.
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`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.
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