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Topic Starter Topic: Quake 3 Arena Godot Port (no longer Unity)

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Joined: 31 Jan 2023
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PostPosted: 01-31-2023 04:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


Well, I've been working for a few month in porting Quake 3 to the Unity Engine.
There are a lot of reason why it should be ported, but anyway
Yesterday I manage to get it SplitScreen Multiplayer working
Remember it is still in Alpha, so not everything is complete

Just wanted to share with you guys




Last edited by Carnage on 12-24-2023 04:43 AM, edited 2 times in total.

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Commander
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Joined: 08 Jun 2022
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PostPosted: 02-05-2023 09:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty interesting!

I've had experience on Unity, it was one of the first game engines I used to develop games on 3d animation vocational training degree classes.

That could be cool to make mods on it! Great work!

I've to give a review about the test, I see details, the map rendering is darker than the original Q3 ones. The head model doesn't appear in the HUD, also the attacker name and head model of the attacker, ... Well, I know that's still WIP and there are TODO stuff to be done.
Keep it, that's nice! :D




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Cool #9
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Joined: 01 Dec 2000
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PostPosted: 02-06-2023 01:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Splitscreen! That's pretty cool.




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PostPosted: 02-07-2023 03:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


LegendGuard wrote:
Pretty interesting!

I've had experience on Unity, it was one of the first game engines I used to develop games on 3d animation vocational training degree classes.

That could be cool to make mods on it! Great work!

I've to give a review about the test, I see details, the map rendering is darker than the original Q3 ones. The head model doesn't appear in the HUD, also the attacker name and head model of the attacker, ... Well, I know that's still WIP and there are TODO stuff to be done.
Keep it, that's nice! :D

Yes indeed, it has a lot of stuff to be done. We have finally come with an auto way to use Q3 Shaders to Unity Shaders

So indeed the dynamic loading is getting much better, still in Alpha though




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Commander
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PostPosted: 07-14-2023 07:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


It would be cool to see people contributing this project.

Q3 shaders are different from Unity shaders, looks like it's using Shader Graph, right?




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PostPosted: 12-24-2023 04:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


LegendGuard wrote:
It would be cool to see people contributing this project.

Q3 shaders are different from Unity shaders, looks like it's using Shader Graph, right?

Since the Unity Fiasco back in September, I've switched to the Godot Engine, and the result has been most impressive, not only I'm getting more performance out of it, but also I get a lot less limitation that Unity impossed.
Right now the way shaders are implemented is that they are converted to Godot GLSL shaders:
Here is a video showing that in action on Godot 4:




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Gibblet
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PostPosted: 01-07-2024 07:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


That's pretty damn cool to see running in Godot! Definitely future proof now. :)




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PostPosted: 01-18-2024 01:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


Carnage wrote:
Since the Unity Fiasco back in September, I've switched to the Godot Engine, and the result has been most impressive, not only I'm getting more performance out of it, but also I get a lot less limitation that Unity impossed.
Right now the way shaders are implemented is that they are converted to Godot GLSL shaders:
Here is a video showing that in action on Godot 4:


Glad to know. That's better than I could expect, the future is shining here! :q3:

I would be pleased to contribute this project.
The project could start to bear fruit, so I think a port like that is worth it even if Godot continues to update its engine, even to make mods there.

I wonder if MD3/IQM model structures, like Quake 3 originally does, which are divided by head, torso and legs could work. That's also something I wish could be done.




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PostPosted: 04-09-2024 02:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


LegendGuard wrote:
Glad to know. That's better than I could expect, the future is shining here! :q3:

I would be pleased to contribute this project.
The project could start to bear fruit, so I think a port like that is worth it even if Godot continues to update its engine, even to make mods there.

I wonder if MD3/IQM model structures, like Quake 3 originally does, which are divided by head, torso and legs could work. That's also something I wish could be done.

Sorry for the late reply, actually I've been really busy working on it. Here is a video showing mostly what's been done so far:

I hope to finish the remaining details and move to multiplayer and stuff.
Yes the model structure is divided same as original Q3 does.




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Gibblet
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PostPosted: 04-11-2024 04:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


>There are a lot of reason why it should be ported, but anyway
......Like?




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PostPosted: 04-11-2024 07:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


houston wrote:
>There are a lot of reason why it should be ported, but anyway
......Like?

The main reason is that Quake3 was an pinacle of the series (basically Quake Live, was just Q3 and Quake Champions try to recreate the formula) but the ones that are top priority for me in no particular order:

-Modernization: Godot4 offers a lot of modern standards feature such as physically-based rendering, real-time lighting, real-time shadows, improved physics (JOLT), as you get access to the modern multi-stage render pipeline.

-Performance Optimization: There is a lot of stuff that Quake3 simple cannot handle (muti-meshes, multi-threading, etc) with these changes you can play Quake3 on a single instance up to 8 Player Split Screen, so you can just get with up to 8 friends and hookup the TV and enjoy playing.

-Enhanced Features: Godot4 was designed to handle skeletal animation you can grab your favorites FBX player models, and start using them as your avatar, without any sacrifice in performance, and as such, mappers will be able to make modern maps much more complex and rich that was previously possible.

Basically those are from the top of my head, but personally for me is the ability to enjoy playing with friends and family on the big TV




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PostPosted: 04-21-2024 04:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Finally got SplitScreen Multiplayer working:
Here is the First Gameplay in Godot4




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