A custom fork of id Tech 4, derived from the RBDOOM-3-BFG codebase, designed to support the development of a cinematic World War II first-person shooter.
Frontline Forge Engine (FFE) is a restructuring of id Tech 4 focused on building a grounded, narrative-driven FPS experience.
This engine powers:
Crimson Star: Ruins of Ash
A cinematic WWII FPS set during the Battle of Stalingrad.
FFE transforms the original engine by removing DOOM-specific gameplay systems and introducing features suited for human-scale combat, squad-based encounters, and environmental storytelling.
FFE is built around:
- Cinematic, linear mission design
- Hybrid realism combat (grounded but playable)
- Squad presence as environmental pressure
- Strong atmosphere through lighting and audio
- Controlled, scripted battlefield chaos
This is not a DOOM port, it will be the foundation for a new game.
- Replacement of monster AI with human combat AI
- Modernized input and player movement
- Weapon systems redesigned for WWII combat
- Mission scripting for cinematic sequences
- Improved audio systems for battlefield immersion
- Cleanup of legacy DOOM-specific systems
- /engine Core engine code (id Tech 4 fork)
- /game Game-specific logic and systems
- /assets Game content (non-GPL)
- /docs Design documents and technical notes
- /tools Build tools and utilities
Debian / Ubuntu:
Install ISPC:
sudo snap install ispc
Download from: https://github.com/microsoft/DirectXShaderCompiler/releases
Then:
chmod +x dxc
mv dxc ~/.local/bin/
Preferred repo-root workflow:
./build.shThis script:
- reuses the existing
build/directory for incremental builds - runs
neo/cmake-linux-release.shautomatically when CMake has not been configured yet - compiles the engine from
build/
Manual equivalent:
cd neo
./cmake-linux-release.sh
cd ../build
make -j"$(nproc)"Preferred repo-root workflow:
./run.shThis launcher:
- starts the binary from
build/ - mirrors stdout/stderr into
log.log - keeps the repo-root log as the primary runtime debug log
Manual equivalent:
cd build
./RBDoom3BFGNote: the runtime window title is already Frontline Forge Engine, but the binary name is still RBDoom3BFG.
FFE requires original DOOM 3 BFG assets for now.
You must provide:
base/folder from DOOM 3 BFG Edition
Options:
- Steam install
- GOG install
- SteamCMD
Place in:
<repo_root>/base/
This project is licensed under:
GNU GPL-3.0-or-later
- Engine code modifications must remain open source
- Game assets (models, audio, maps) are NOT covered by GPL
See:
LICENSE.mdLICENSE_EXCEPTIONS.md
- id Software — original id Tech 4 engine
- Robert Beckebans & contributors — RBDOOM-3-BFG
Early development.
Current focus:
- Engine setup and validation
- System refactoring
- First playable vertical slice (Stalingrad, July 1942)
To create a WWII FPS that emphasizes:
- the confusion of first contact
- the exhaustion of prolonged combat
- the transformation of a city into ruins
- This project is in active development
- Many systems are placeholders or under heavy modification
- Expect instability during early stages