vkquake
vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows.
Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF.
vkQuake also serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes & sub passes, pipeline barriers & synchronization, compute shaders, push & specialization constants, CPU/GPU parallelism and memory pooling.
- Devel package for openSUSE:Factory
-
3
derived packages
- Links to openSUSE:Factory / vkquake
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osc -A https://api.opensuse.org checkout games/vkquake && cd $_
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Source Files
Filename | Size | Changed |
---|---|---|
_link | 0000000124 124 Bytes | |
appdata.xml | 0000001110 1.08 KB | |
vkQuake-1.30.0.tar.gz | 0047516157 45.3 MB | |
vkquake.changes | 0000011519 11.2 KB | |
vkquake.desktop | 0000000201 201 Bytes | |
vkquake.spec | 0000003062 2.99 KB |
Revision 33 (latest revision is 47)
Martin Hauke (mnhauke)
accepted
request 1071513
from
Michael Pujos (bobbie424242)
(revision 33)
- removed patch fix-aarch64-build.patch, not needed anymore - requires vulkan-devel >= 1.2.162 - Update to version 1.33.0 * Support for remastered models (Needs data from remastered Quake) * Support for dynamic lightmap shadows (requires an RT capable GPU) * Reworked all option menus * Support for modern HUD style * Transparency sorting (thanks @temx) * Dynamic lights are now computed in world instead of texel space for more consistent light sizes * New GPU memory allocator * Improved level load times
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