I have been working on this project for a few weeks which offers an open-source game engine alongside its own game binaries. It picks up on unfinished work from Justin Marshall and drives my own set of improvements and goals.
Aim: to offer an open-source set of binaries. The closed-source BSE (effects system) has been fully reverse engineered and remains closed source to minimize potential legal issues, but the engine plugs into its API.
Features:
* modern and extensive platform/arch/hardware support for Windows, macOS and Linux PCs through SDL3
* nightly builds for all platforms
* full game controller/joystick support
* full screen aspect adjustments. from a coding perspective, it works perfectly, but some additional assets and menu refactoring considerations are needed for enhanced horizontal expansion (WIP).
* EAX audio
* auto-discovery for game installations in Steam or GOG
* multi-monitor and borderless support
* unified game dir for SP and MP binaries
* up-to-date external libs
Goals:
* SP/MP library merging/part-merge
* 5 years of RBDOOM3-BFG updates to port over (ie: shadowmapping)
* UTF-8 and TTF font support
* Expanding project to a unified engine for Quake 4, Doom 3, Doom 3 BFG, Prey and ETQW
* Reworking engine to allow true, higher framerates.
* Enhanced competitive features for MP, essentially porting from WORR/MuffMode.
https://github.com/themuffinator/OpenQ4
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