#
quake-engine
Here are 39 public repositories matching this topic...
Source code for cross-platform OpenGL gaming engine
gamedev
opengl
game-engine
fps
cross-platform-game
opengl-es
quake-engine
angelscript
game-engine-3d
shadow-mapping
3d-engine
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Jul 27, 2021 - C
The Dæmon game engine. With some bits of ioq3 and XreaL.
c-plus-plus
opengl
game-engine
game-development
glsl
openal
bsp
quake-engine
pbr
3d-game-engine
fps-engine
first-person-shooter
unvanquished
idtech3
pbr-shading
relief-mapping
xreal
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Updated
Jul 8, 2022 - C++
An archive of John Carmack’s .plan files in readable markdown format
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Updated
Apr 25, 2017
enhancement
New feature or request
help wanted
Extra attention is needed
good first issue
Good for newcomers
An open-source GoldSrc engine clone (Clean authentic reimplementation without using reverse-engineered code)
game-engine
engine
reimplementation
goldsrc
quake-engine
goldsrc-engine
ogs
heavily-modified
ogs-engine
reimplemented-engine
goldsource-engine
idtech2-engine
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Updated
May 30, 2022 - C
Unity level design plugin that adds Quake .MAP file import
game
environment
unity
mod
modeling
game-development
unity-editor
unity3d
quake
level-editor
quake-engine
level-design
3d
trenchbroom
unity-package
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Updated
Jul 10, 2022 - C#
Game modification for Jedi Knight II: Jedi Outcast Multiplayer with useful stuff and custom features
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Updated
Jun 5, 2022 - C
Star Wars Jedi Knight: Jedi Academy popular RPG-style mod
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Mar 26, 2018 - C
DarkMatter is a new source port for QUAKE III: ARENA, based on Quake3e (https://github.com/ec-/Quake3e). It is part of an ambitious project to ultimately bring the gameplay experiences of older QUAKE® titles together into one feature-rich package. See https://github.com/themuffinator/dm-game for the game logic development.
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Updated
Mar 25, 2021 - C
A curated list of awesome Quake related goodness
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Updated
Nov 27, 2020
Structured List of Quake Engines
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Updated
Jun 14, 2022 - HTML
WinQuake/GLQuake-based source-port of game Quake
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Updated
Sep 20, 2020 - C
I propose a new form of logic; dynamic connections, or dynamic geometric logic, or logic through the changing shape of geometry, like a truth table that the truths change and is essentially functional programming, but is logic without mathematics, where the changing shape is the only information.
functional-programming
geometry
dynamic
counter-strike
logic
quantum-mechanics
stateless
quantum-computing
quake
half-life
turing-machine
connections
computing
quake-engine
nature
entanglement
connectionism
counter-strike-source
counter-strike-global-offensive
dynamic-logics
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Jun 2, 2022
game
gaming
call
shooter
quake
window
of
quake-engine
duty
windowed
callofduty
q3
q3-engine
quake3-engine
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Updated
Jan 15, 2020 - C#
Quake for OpenVR
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Updated
Oct 26, 2017 - C
Full Source Code of Jedi Knight II ready to use (1.02, 1.03 and 1.04 versions)
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Updated
Apr 12, 2019 - C++
Further adventures of OGS Engine in Modernland (Alternative way of GoldSrc engine evolution)
game-engine
engine
quake-engine
ogs
even-more
heavily-modified
ogs-engine
idtech2-engine
ogsnext-engine
ogsnext
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Updated
Jul 9, 2022 - C
Quake III Arena: Fast Inverse Square Root in Unity
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Updated
Feb 15, 2021 - C++
QuakeSiege: A Rainbow Six Siege inspired game using the Quake 2 Engine
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Updated
Apr 14, 2021 - C
Script for real time parsing of Quake Live console logs
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Updated
Apr 1, 2018 - Perl
Converts an Unreal T3D document to Quake's MAP format.
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Updated
Nov 8, 2021 - C
A top-down 2D tech demo of Quake-based strafe jumping physics using the LÖVE engine.
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Updated
Aug 2, 2020 - Lua
Steam Play compatibility tool that'll play a game with FTEQW.
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Updated
Nov 23, 2021 - Shell
JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
windows
macos
linux
star-wars
arm
game-engine
fps
free-software
multiplayer-game
quake-engine
jedi-outcast
jk2
idtech3
jk2mv
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Updated
May 25, 2022 - C
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Need to identify mapping tools / pipelines and provide test maps for as many games as possible
All without distributing any copyrighted maps
Documentation for how the maps for each game are made would be extra helpful: