RBQUAKE-3-RTX is a personal toy engine based on Justin Marshall's D3D12 RTX porting effort.
- 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
- Flexible build system using Premake 5
- Code layout reflects RBQUAKE-3 or better known as XreaL
- Download and install the Visual Studio 2017 Community Edition.
- Generate the VS2017 projects using Premake 5 by doubleclicking a matching configuration .bat file in the premake/ folder.
- Use the VC2017 solution to compile what you need: RBQUAKE-3-RTX/premake/RBQUAKE-3-RTX.sln
This build is to test performance and stability and should be considered a early release
How to play:
- Copy the Quake 3 Arena pk3 files into baseq3
- 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.
Restarting into a new level causes first person weapons to not render.
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.