kondrak / vkQuake2

id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
GNU General Public License v2.0
896 stars 90 forks source link
3d-graphics freebsd gpu hardware-acceleration linux macos moltenvk quake quake2 vkquake vkquake2 vkquake3 vulkan vulkan-api vulkan-game-engine vulkan-renderer

Build status

Linux MacOS Windows

Overview

This is the official Quake 2 code v3.21 with Vulkan support and mission packs included. The goal of this project is to maintain as much compatibility as possible with the original game - just pure, vanilla Quake 2 experience as we knew it back in 1997. There are, however, a few notable differences that made the cut for various reasons:

A more detailed description of the thought process behind this project can be found in my blog post, where I explain the overall design, how I attacked some of the problems and also how things developed after the initial release.

Building

For extra challenge I decided to base vkQuake2 on the original id Software code. Because of this, there are no dependencies on external SDL-like libraries and the entire project is mostly self-contained. This also implies that some of the original bugs could be present.

Windows

Linux

Unfortunately, Linux code for Quake 2 has not aged well and for that reason only the Vulkan renderer is available for use at this time. Build steps assume that Ubuntu is the target distribution:

MacOS

This project uses the Vulkan loader bundled with the SDK, rather than directly linking against MoltenVK.framework. This is done so that validation layers are available for debugging. Builds have been tested using MacOS 10.14.2.

FreeBSD

Raspberry Pi 4

Thanks to the effort of Igalia and their V3DV Driver, it is possible to compile and run vkQuake2 on Raspberry Pi 4. Same build instructions as for Linux apply.

Running

Windows

The Visual Studio C++ Redistributable is required to run the application: 32-bit or 64-bit depending on the chosen architecture. These are provided automatically if you have Visual Studio installed.

All platforms

The release package comes only with the Quake 2 Demo content to showcase Vulkan functionality. For full experience, copy retail .pak, model and video files into the baseq2 directory and run the executable. For mission packs, copy necessary data to rogue ("Ground Zero"), xatrix ("The Reckoning"), zaero ("Quake II: Zaero") and smd ("Slight Mechanical Destruction") directories respectively. You can then start the game with either ./quake2 +set game rogue, ./quake2 +set game xatrix, ./quake2 +set game zaero or ./quake2 +set game smd.

Music

This project uses Miniaudio for music playback if the original game CD is not available. For standard Quake 2, copy all tracks into the baseq2/music directory following the trackXX.[ogg,flac,mp3,wav] naming scheme (so track02.ogg, track03.ogg... for OGG files etc.). For "Ground Zero" and "The Reckoning", copy the tracks to rogue/music and xatrix/music directories respectively. For additional control over the playback, use the miniaudio [on,off,play [X],loop [X],stop,pause,resume,info] console command.

Console commands

The following commands are available when using the Vulkan renderer:

Command Action
vk_validation Toggle validation layers:
0 - disabled (default in Release)
1 - only errors and warnings
2 - full validation (default in Debug)
3 - enables VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT
vk_strings Print some basic Vulkan/GPU information.
vk_mem Print dynamic vertex/index/uniform/triangle fan buffer memory and descriptor set usage statistics.
vk_device Specify index of the preferred Vulkan device on systems with multiple GPUs:
-1 - prefer first DISCRETE_GPU (default)
0..n - use device #n (full list of devices is returned by vk_strings command)
vk_msaa Toggle MSAA (multisampling):
0 - off (default)
1 - MSAAx2
2 - MSAAx4
3 - MSAAx8
4 - MSAAx16
vk_sampleshading Toggle sample shading (supersampling) for MSAA. (default: 0)
vk_mode Vulkan video mode (default: 11). Setting this to -1 uses a custom screen resolution defined by r_customwidth (default: 1024) and r_customheight (default: 768) console variables.
vk_flashblend Toggle the blending of lights onto the environment. (default: 0)
vk_polyblend Blend fullscreen effects: blood, powerups etc. (default: 1)
vk_skymip Toggle the usage of mipmap information for the sky graphics. (default: 0)
vk_finish Inserts a vkDeviceWaitIdle() call on frame render start (default: 0).
Don't use this, it's there just for the sake of having a gl_finish equivalent!
vk_point_particles Toggle between using POINT_LIST and textured triangles for particle rendering. (default: 1)
vk_particle_size Rendered particle size. (default: 40)
vk_particle_att_a Intensity of the particle A attribute. (default: 0.01)
vk_particle_att_b Intensity of the particle B attribute. (default: 0)
vk_particle_att_c Intensity of the particle C attribute. (default: 0.01)
vk_particle_min_size The minimum size of a rendered particle. (default: 2)
vk_particle_max_size The maximum size of a rendered particle. (default: 40)
vk_lockpvs Lock current PVS table. (default: 0)
vk_clear Clear the color buffer each frame. (default: 0)
vk_modulate Texture brightness modifier. (default: 1)
vk_shadows Draw experimental entity shadows. (default: 0)
vk_picmip Shrink factor for the textures. (default: 0)
vk_round_down Toggle the rounding of texture sizes. (default: 1)
vk_log Log frame validation data to file. (default: 0)
vk_dynamic Use dynamic lighting. (default: 1)
vk_showtris Display mesh triangles. (default: 0)
vk_lightmap Display lightmaps. (default: 0)
vk_aniso Toggle anisotropic filtering. (default: 1)
vk_vsync Toggle vertical sync. (default: 0)
vk_postprocess Toggle additional color/gamma correction. (default: 1)
vk_underwater Toggle player vision warp when underwater. (default: 1)
vk_restart Recreate entire Vulkan subsystem.
vk_mip_nearfilter Use nearest-neighbor filtering for mipmaps. (default: 0)
vk_texturemode Change current texture filtering mode:
VK_NEAREST - nearest-neighbor interpolation, no mipmaps
VK_LINEAR - linear interpolation, no mipmaps
VK_MIPMAP_NEAREST - nearest-neighbor interpolation with mipmaps
VK_MIPMAP_LINEAR - linear interpolation with mipmaps (default)
vk_lmaptexturemode Same as vk_texturemode but applied to lightmap textures.
vk_fullscreen_exclusive Windows only: toggle usage of exclusive fullscreen mode (default: 1). Note that when this option is enabled, there is no guarantee that exclusive fullscreen can be acquired on your system.

Acknowledgements

See also

Known Issues