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ABOUT THE PORT

RBQUAKE-3-RTX is a personal toy engine based on Justin Marshall's D3D12 RTX porting effort.

CHANGES compared to vanilla Quake 3

  • Port to D3D12 using tinyrenderers and Nvidia's DX12 helpers
  • The renderer changes are minimum invasive
  • There is no forward or deferred rendering. It's pure raytracing
  • Engine compiles only native to 64 bit

CHANGES compared to original fork

  • Flexible build system using Premake 5
  • Code layout reflects RBQUAKE-3 or better known as XreaL

COMPILING ON WINDOWS

  1. Download and install the Visual Studio 2017 Community Edition.
  2. Generate the VS2017 projects using Premake 5 by doubleclicking a matching configuration .bat file in the premake/ folder.
  3. Use the VC2017 solution to compile what you need: RBQUAKE-3-RTX/premake/RBQUAKE-3-RTX.sln

RUN THIS THING

This build is to test performance and stability and should be considered a early release

How to play:

  1. Copy the Quake 3 Arena pk3 files into baseq3
  2. Double click run.bat.

For testing only use the following maps: Maps: q3dm0 q3dm7 q3dm11 q3tourney4

User Maps: Varying degrees of lighting bugs may or may not occur.

KNOWN ISSUES

Restarting into a new level causes first person weapons to not render.

FAQ

Q: Why bother with Quake 3 in 2021? A: It is fun, period. Quake 3 was one of my favorite games of all time. It is a classic like Pacman or Chess and never gets old.

Q I'm seeing VM_Create on UI failed. Help! A: This means the UI DLL didn't copy to the right deploy directory. It should be in the same directory as your exe, or in baseq3.

Q: How do I run the game in widescreen? A: r_mode -1; r_customwidth 1920; r_customheight 1080

Q: How do I know what code you've changed? A: Apart from the Git diffs, you can look for // jmarshall or // RB in the source code.