This is a modernized id Tech 3 engine.
This repository does not contain any game content from Quake III Arena
Rendering:
- OpenGL renderer
- Vulkan renderer
- Physically Based Rendering (PBR)
- Spherical Harmonics lighting support
- Screen Space Ambient Occlusion (SSAO)
- High-quality SDF HUD text rendering with UTF-8 glyph support
- Optional SVG asset rasterization backend (librsvg/cairo)
- Froxel-based Volumetric Lighting with 2D Navier–Stokes fluid solver
- MSAA and SMAA anti-aliasing
Audio:
- OpenAL backend with HRTF for 3D positional audio
- Real-time reverb and occlusion effects via OpenAL EFX (heuristic environmental acoustics)
- Audio codec support: mp3, ogg, wav, flac, webm, opus
Video:
- Video codec support: RoQ, WebM (VP8/VP9), Ogg Theora, MP4 (H.264)
Models:
- Model formats supported: MD3, MDR, IQM, OBJ, FBX, GLTF, USD (Universal Scene Description), Maya Ascii, Collada (DAE), STL
- Blend Shapes (IQM, GLTF)
Scripting:
- Support for Lua scripting
- Support for JavaScript scripting
Images:
- Image format support: PNG, JPEG, TGA, BMP, DDS, WebP, HDR, OpenEXR (EXR), KTX, PKM, PVR
Image Generation:
- FLUX.2/FLUX.1 C image generation (optional, text-to-image from console with real-time hot-reloading and device selection; supports flux1-schnell, flux1-dev, flux2-dev; requires model files in game directory; Metal, BLAS, or pure C backend, with graceful fallback)
Networking:
- Full IPv6 and IPv4 dual-stack support (host, client, server)
- NAT traversal (UDP hole punching with automatic fallback strategies)
- Server discovery: LAN broadcast and master-server queries
- Built-in rate limiting/DDoS mitigation (connection flood protection)
- Challenge/response protocol with replay/spoof resistance enhancements
- Reliable UDP virtual channel (sequenced/reliable message streams)
- Asynchronous non-blocking networking (epoll/kqueue/libsockets abstractions)
- Graceful automatic fallback to IPv4-only if stack or OS configuration requires
- DTLS (Datagram TLS) support for secure UDP channels
- Optional TLS-secured remote console (off by default)
- Console/logging for connection diagnostics and real-time network statistics
Systems:
- AIML chatbot scripting
- GOAP (AI planning)
- Flocking and boids (crowd AI)
- Finite State Machines (FSM) and Behavior Trees
- Navigation Mesh (NavMesh) pathfinding (A*, Dijkstra)
- Event scripting (Lua, JavaScript)
- Physics and collision (with optional Bullet Physics)
- Multithreaded scheduler/task system
- Entity-Component System (ECS, ENTT)
- Replay and deterministic timing
- Save/restore system
- Dynamic dialogue and quests
- Procedural/random systems
- Statistics/telemetry tracking
- Debugging tools and overlays
- Windows
- Linux
- Android
- MacOS
- The engine aims to be C23-compatible, and modernization is ongoing where it improves safety and portability.
- Native C
boolis preferred in new or modernized code, butqbooleanremains in use where needed for backward compatibility.