Unvanquished development uses the 'daemon' engine to power unvanquished, an ever-improving engine with a long list of modern features (see below).
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.
Engine Source Code
Daemon source tree is tracked on a dedicated repository to make contributions easier and help projects to port their game on it: Daemon repository.
- Navigation-mesh based bot AI configured with behavior trees
- Voice say system
- Support for multiple build layouts per map
- 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
- Heat haze
- Outline fonts
- Procedural animation blending
- In-game IRC client
- VoIP support
- Remote administration support
- Localization support
- Curses-based console
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.
See the Texture creation page.
- DDS (Direct Draw Surface)
- crn (like DDS)
- IQM (recommended)
- MD3 (vertex-based)
- MD5 (bone-based)
See the Mapping page.
- quake 3 style BSP
Actually a "TODO: move doc to the wiki"