The cradle of Quake III Arena
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Artem Kharytoniuk f944034d17 First attempt for general frame begin/end vulkan functionality.
Test code to draw q3 cinematic.
Bugs to fix when things will settle down a bit: cinematic leaks memory, render_view function invalidates command buffer when multiple scenes are rendered in a single frame.
2017-03-23 23:19:44 +02:00
config/visual-studio Removed filter for 3rd party headers from renderer project. 2017-03-17 17:03:01 +02:00
data Added VkImage to image_t. For testing purposes draw all images in a sequence on screen aligned quad. 2017-03-22 11:08:58 +02:00
src First attempt for general frame begin/end vulkan functionality. 2017-03-23 23:19:44 +02:00
third_party Added VkImage to image_t. For testing purposes draw all images in a sequence on screen aligned quad. 2017-03-22 11:08:58 +02:00
tools/bin Moved tools binaries to tools folder 2016-07-12 00:12:51 +03:00
.gitignore Added VkImage to image_t. For testing purposes draw all images in a sequence on screen aligned quad. 2017-03-22 11:08:58 +02:00
changelog.md Old features cleanup: GL_ARB_multitexture is not optional anymore, always use qglDrawElements for rendering. 2017-03-20 20:35:48 +02:00
COPYING.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
README.md Update README.md 2017-03-13 21:54:57 +02:00
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
Screenshot.jpg Added README.md 2014-05-09 23:51:29 +03:00

Welcome to the Quake 3 source code!

Quake 3 is one of my favourite games. This repository contains updated version of the original Q3 codebase with reorganized code structure, compatibility fixes, build setup for the latest Visual Studio and my own 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, no crazy no-op OOP or multi-layered abstractions in the code (until I need this, since there are no absolute rules). Only windows platform is supported.

The screeenshot below has no relation to this codebase, I just like it.

Kenny

Screenshot