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File Date Author Commit
 audio 2018-03-08 Marco Hladik Marco Hladik [f295bf] Switch to SDL.
 editor 2016-02-20 Marco Vicari Marco Vicari [ae1347] Only attempt to load external WAD3 textures whe...
 engine 2018-03-08 Marco Hladik Marco Hladik [f295bf] Switch to SDL.
 id1 2018-03-08 Marco Hladik Marco Hladik [f295bf] Switch to SDL.
 include 2016-02-20 Marco Vicari Marco Vicari [ae1347] Only attempt to load external WAD3 textures whe...
 launcher 2016-02-20 Marco Vicari Marco Vicari [ae1347] Only attempt to load external WAD3 textures whe...
 network 2016-02-13 Marco Vicari Marco Vicari [eef03a] Removing unused files, fixing up and polishing ...
 renderer 2016-02-21 Marco Vicari Marco Vicari [903ed9] Removed scr_retroscale
 server 2016-02-20 Marco Vicari Marco Vicari [911190] Texture filtering and 24 bit lightmaps work aga...
 tracker 2015-09-14 eukos eukos [c3f21f] First step towards switch to GDK for video output
 video 2018-03-08 Marco Hladik Marco Hladik [f295bf] Switch to SDL.
 LICENSE 2015-08-05 eukos eukos [e2dea8] major cleanup
 Makefile 2018-03-08 Marco Hladik Marco Hladik [190048] Update Makefile to not include GDK/GTK crap
 README 2018-03-08 Marco Hladik Marco Hladik [147a8e] Updated readme.
 icon.xpm 2016-02-14 Marco Vicari Marco Vicari [d0ac39] Dropping ASM code, cleaning up variables and mi...
 splash.xpm 2015-09-14 eukos eukos [c3f21f] First step towards switch to GDK for video output

Read Me

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This is a novelty engine rendering in software mode, aka on your CPU.
It uses SDL functions, aside from that no dependencies are necessary.

This was originally a port of Engoo to X11 capable systems... however that was a long time ago.

It can run Q1 with all its fancy waterwarping, too.

************
  Features
************

- Fully software-rendered 3D-Engine
- Colored lighting, 8-bit, "16-bit" and "24-bit" dithered lightmaps
- Particle and (non-clipped) decal system
- Coronas with support for light styles
- Model blob shadows
- Sound pitch variation
- Server side QCVM gamecode with enhanced extensions (such as file i/o, traceboxes...)
- Texture filtering on level textures (Fabien Sanglard's)
- Water translucency and refractions
- Low detail modes
- Distance fog
- Video output, window handling and input powered by SDL.
- Music playback via DUMB, X Multimedia System (and FModEx if desired)

*************
  Compiling
*************

For a debug build (larger and slower) issue 'make'.
For a release build (smaller and faster) issue 'make build_release'.

*********
  Notes
*********

- Originally based on engoo by leileilol
- Carried over soundfixes from reQuiem
- Caching of lookup tables is done on disk, taking up 1541120 bytes/1.5mb
- Engine contains an integrated palette as well as colormap generation
- It also contains an integrated (fallback) conchars
- If you want to run Q1 with it, launch it with -data id1.
Merge the id1 folder with your own!

*********
  Plans
*********

- Menu system done primarily using CSQC or similar
- HUD system done primarily using CSQC or similar
- Make the bots less Q1 specific, controllable via SSQC
- Make the engine run without any external content
- Ship with a game directory that can be used as a base and torn apart for any use
- Ship with a free, scratch QC base demo-ing the new engine extensions
- Try to compile a Windows version (for those who don't 'get' UNIX)
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