Engine

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Unvanquished development uses the 'daemon' engine to power unvanquished, an ever-improving engine with a long list of modern features (see below).

Contents

Engine History

Daemon can trace its lineage all the way back to Quake 3, integrating the various features and improvements from quite a few engines before it. The aim of Unvanquished Development is to make Daemon the most modern and best available quake-derived FOSS engine.

(thumbnail)
The lineage of the Daemon engine.


Engine Features

Gameplay

Rendering

  • Modern GL3 capable renderer
  • Improved Quake 3 shader system:
    • Procedural vertex deformation
    • Alpha mapping
    • Specular mapping (color and intensity)
    • Glow mapping
    • Bump (heightmap), normal, and parallax mapping
  • Many special effects:
    • Motion blur
    • Rim lighting
    • Bloom
    • Heat haze
    • FXAA
  • Outline fonts
  • Procedural animation blending

Networking

  • In-game IRC client
  • VoIP support
  • Remote administration support

Miscellaneous

  • Localization support
  • Curses-based console
  • Custom unv:// protocol to allow starting the game from a web browser or with an internet link


Supported Asset Formats

See the links on the Main Page under the "Artists" section for guides on how to export and package assets into these formats.

Image Formats

See the Texture creation page.

  • DDS (soon to be standard)
  • JPEG
  • WebP
  • PNG
  • TGA

Model Formats

See the Modeling and Exporting Models pages.

  • IQM (recommended)
  • MD3 (vertex-based)
  • MD5 (bone-based)

Map Formats

See the Mapping page.

  • quake 3 style BSP

Engine related blog posts

Actually a "TODO: move doc to the wiki"

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