u/LordDarthShader

Rendering engine recreating quake 3 strafe jump and plenty more.

Back to doing development on the new 3D engine. Supports Vulkan, D3D12, D3D11 and GL.

Full glTF support integrated with the Jolt physics engine.

Mostly a deferred rendering plus forward pass for blending, supporting PBR materials, skinned meshes, etc. Nothing fancy.

Implemented the camera style navigation of Quake 3 plus some models from here and there.

Link to the Github repo.

u/LordDarthShader — 2 days ago
▲ 29 r/quake+1 crossposts

Rendering engine recreating quake 3 strafe jump and plenty more.

Got my interest back in graphics and always wanted to recreate the FPS movement of Quake, while also loading the Quake 3 map that I played for thousands of hours.

The engine support glTF (PBR), skinned meshes, animation and more. Integration with the Jolt physics engine and Imgui.

The driver back-end support Vulkan, D3D12, D3D11 and GL. Also ported for Android.

I've the project as open source: https://github.com/0Camus0/T850/agents?author=0Camus0

I do this for fun, but I might make a small game.

youtube.com
u/LordDarthShader — 2 days ago

Loading Doom Eternal models to my Engine + Ragdoll physics with Jolt.

Back to doing fun stuff. Planning to make a game later, just wanted to test with AAA models.

u/LordDarthShader — 6 days ago
▲ 47 r/Doom

I used the Vega tool to export the Doom Eternal models, then created some python scripts to stitch together the animations and finally export to glTF.

The models are top quality, and this is just for fun, I own the game and I am not selling or advertising anything, just wanted to render some top AAA models in my rendering framework to see if the PBR is correct and testing my skeletal animation.

u/LordDarthShader — 19 days ago