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OmegA-engine
PORTSNATIVE

OmegA-engine

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSALPHA

OmegA-engine

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

OmegA-engine es un videojuego de acci�n y aventura, lanzado en 2000.

Official project information

Author's original READMEOpen on GitHub ↗
<p align="center"> <img src="code/unix/quake3.svg" alt="OmegA Logo" width="256"> </p>

OmegA-engine

build License     Linux Windows macOS

This is a modern OpenArena engine aimed to be fast, secure and compatible with all existing OA mods. It is based on quake3e with latest upstream fixes applied.

Go to Releases section to download latest binaries for your platform or follow Build Instructions

This repository does not contain any game content so in order to play you must copy the resulting binaries into your existing OpenArena installation

Key features:

  • optimized OpenGL renderer
  • optimized Vulkan renderer
  • raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
  • \in_minimize - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
  • \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
  • significally reworked QVM (Quake Virtual Machine)
  • improved server-side DoS protection, much reduced memory usage
  • raised filesystem limits (up to 20,000 maps can be handled in a single directory)
  • reworked Zone memory allocator, no more out-of-memory errors
  • non-intrusive support for SDL3 backend (video, audio, input), selectable at compile time (based on timangus's work on ioquake3)
  • OpenAL sound API support (multiple speaker support and better sound quality)
  • Optional Ogg Vorbis, MP3 and FLAC support
  • libjpeg-turbo support (JPEG image codec that uses SIMD instructions to accelerate baseline JPEG compression and decompression)
  • zlib-ng support (zlib replacement with optimizations for "next generation" systems)
  • QWFWD proxy support from fX3, list of servers
  • console tabs from fX3
  • tons of bug fixes and other improvements

Vulkan renderer

Based on Quake-III-Arena-Kenny-Edition with many additions:

  • high-quality per-pixel dynamic lighting
  • very fast flares (\r_flares 1)
  • anisotropic filtering (\r_ext_texture_filter_anisotropic)
  • greatly reduced API overhead (call/dispatch ratio)
  • flexible vertex buffer memory management to allow loading huge maps
  • multiple command buffers to reduce processing bottlenecks
  • reversed depth buffer to eliminate z-fighting on big maps
  • merged lightmaps (atlases)
  • multitexturing optimizations
  • static world surfaces cached in VBO (\r_vbo 1)
  • useful debug markers for tools like RenderDoc
  • fixed framebuffer corruption on some Intel iGPUs
  • offscreen rendering, enabled with \r_fbo 1, all following requires it enabled:
  • screenMap texture rendering - to create realistic environment reflections
  • multisample anti-aliasing (\r_ext_multisample)
  • supersample anti-aliasing (\r_ext_supersample)
  • per-window gamma-correction which is important for screen-capture tools like OBS
  • you can minimize game window any time during \video|\video-pipe recording
  • high dynamic range render targets (\r_hdr 1) to avoid color banding
  • bloom post-processing effect
  • arbitrary resolution rendering
  • greyscale mode

In general, not counting offscreen rendering features you might expect from 10% to 200%+ FPS increase comparing to KE's original version

Highly recommended to use on modern systems

OpenGL renderer

Based on classic OpenGL renderers from idq3/ioquake3/cnq3/openarena, features:

  • OpenGL 1.1 compatible, uses features from newer versions whenever available
  • high-quality per-pixel dynamic lighting, can be triggered by \r_dlightMode cvar
  • merged lightmaps (atlases)
  • static world surfaces cached in VBO (\r_vbo 1)
  • all set of offscreen rendering features mentioned in Vulkan renderer, plus:
  • bloom reflection post-processing effect

Performance is usually greater or equal to other opengl1 renderers

Build Instructions

Links

  • https://github.com/ec-/Quake3e
  • https://bitbucket.org/CPMADevs/cnq3
  • https://github.com/ioquake/ioq3
  • https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition
  • https://github.com/OpenArena/engine
  • https://codeberg.org/ChannelZ/fX3

Donate

I develop in my free time. If you enjoy my engine or my mod please consider supporting me with a donation!

  • paypal.me/fatsakura
View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 3

Windows
Linux
macOS
View on GitHub
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