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WoWee - World Of Warcraft Engine Experiment

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A native C++ World of Warcraft client with a custom OpenGL renderer.

Primary target today is WotLK 3.3.5a, with active work to broaden compatibility across Vanilla (Classic) + TBC + WotLK.

Legal Disclaimer: This is an educational/research project. It does not include any Blizzard Entertainment assets, data files, or proprietary code. World of Warcraft and all related assets are the property of Blizzard Entertainment, Inc. This project is not affiliated with or endorsed by Blizzard Entertainment. Users are responsible for supplying their own legally obtained game data files and for ensuring compliance with all applicable laws in their jurisdiction.

Status & Direction (2026-02-15)

  • Compatibility direction: support Vanilla (Classic) + TBC + WotLK by selecting an expansion profile and using opcode/parser variants (src/game/packet_parsers_classic.cpp, src/game/packet_parsers_tbc.cpp).
  • Primary target: WoW WotLK 3.3.5a (build 12340) online client, tested mainly against WotLK emulator cores (AzerothCore/TrinityCore variants).
  • Current focus: protocol correctness (chat, spell casting results, transports) and visuals accuracy (M2/WMO edge cases, equipment textures).
  • Warden: crypto + module plumbing are implemented; full module execution is still in progress (see Warden docs).

Features

Rendering Engine

  • Terrain -- Multi-tile streaming with async loading, texture splatting (4 layers), frustum culling
  • Water -- Animated surfaces, reflections, refractions, Fresnel effect
  • Sky System -- WoW-accurate DBC-driven lighting with skybox authority
    • Skybox -- Camera-locked celestial sphere (M2 model support, gradient fallback)
    • Celestial Bodies -- Sun (lighting-driven), White Lady + Blue Child (Azeroth's two moons)
    • Moon Phases -- Game time-driven deterministic phases when server time is available (fallback: local cycling for development)
    • Stars -- Baked into skybox assets (procedural fallback for development/debug only)
  • Atmosphere -- Procedural clouds (FBM noise), lens flare with chromatic aberration, cloud/fog star occlusion
  • Weather -- Rain and snow particle systems (2000 particles, camera-relative)
  • Characters -- Skeletal animation with GPU vertex skinning (256 bones), race-aware textures
  • Buildings -- WMO renderer with multi-material batches, frustum culling, 160-unit distance culling
  • Particles -- M2 particle emitters with WotLK struct parsing, billboarded glow effects
  • Post-Processing -- HDR, tonemapping, shadow mapping (2048x2048)

Asset Pipeline

  • Extracted loose-file Data/ tree indexed by manifest.json (fast lookup + caching)
  • Optional overlay layers for multi-expansion asset deduplication
  • asset_extract + extract_assets.sh for MPQ extraction (StormLib tooling)
  • File formats: BLP (DXT1/3/5), ADT, M2, WMO, DBC (Spell/Item/Faction/etc.)

Gameplay Systems

  • Authentication -- Full SRP6a implementation with RC4 header encryption
  • Character System -- Creation, selection, 3D preview, stats panel, race/class support
  • Movement -- WASD movement, camera orbit, spline path following
  • Combat -- Auto-attack, spell casting with cooldowns, damage calculation, death handling
  • Targeting -- Tab-cycling, click-to-target, faction-based hostility (using Faction.dbc)
  • Inventory -- 23 equipment slots, 16 backpack slots, drag-drop, auto-equip
  • Spells -- Spellbook with class specialty tabs, drag-drop to action bar, spell icons
  • Action Bar -- 12 slots, drag-drop from spellbook/inventory, click-to-cast, keybindings
  • Quests -- Quest markers (! and ?) on NPCs and minimap, quest log, quest details, turn-in flow
  • Vendors -- Buy and sell items, gold tracking, inventory sync
  • Loot -- Loot window, gold looting, item pickup
  • Gossip -- NPC interaction, dialogue options
  • Chat -- Tabs/channels, emotes, chat bubbles, clickable URLs, clickable item links with tooltips
  • Party -- Group invites, party list
  • UI -- Loading screens with progress bar, settings window with opacity slider

Building

Prerequisites

# Ubuntu/Debian
sudo apt install libsdl2-dev libglew-dev libglm-dev \
                 libssl-dev cmake build-essential \
                 libstorm-dev  # for asset_extract

# Fedora
sudo dnf install SDL2-devel glew-devel glm-devel \
                 openssl-devel cmake gcc-c++ \
                 StormLib-devel  # for asset_extract

# Arch
sudo pacman -S sdl2 glew glm openssl cmake base-devel \
                 stormlib  # for asset_extract

Game Data

This project requires WoW client data that you extract from your own legally obtained install.

Wowee loads assets via an extracted loose-file tree indexed by manifest.json (it does not read MPQs at runtime).

1) Extract MPQs into ./Data/

# WotLK 3.3.5a example
./extract_assets.sh /path/to/WoW/Data wotlk
Data/
  manifest.json
  interface/
  sound/
  world/
  expansions/

Notes:

  • StormLib is required to build/run the extractor (asset_extract), but the main client does not require StormLib at runtime.
  • extract_assets.sh supports classic, turtle, tbc, wotlk targets.

2) Point wowee at the extracted data

By default, wowee looks for ./Data/. You can override with:

export WOW_DATA_PATH=/path/to/extracted/Data

Compile & Run

git clone https://github.com/Kelsidavis/WoWee.git
cd wowee

# Get ImGui (required)
git clone https://github.com/ocornut/imgui.git extern/imgui

mkdir build && cd build
cmake ..
make -j$(nproc)

./bin/wowee

Controls

Camera & Movement

Key Action
WASD Move camera / character
Mouse Look around / orbit camera
Shift Move faster
Mouse Left Click Target entity / interact
Tab Cycle targets

UI & Windows

Key Action
I Toggle inventory
P Toggle spellbook
L Toggle quest log
Enter Open chat
Escape Close windows / deselect

Action Bar

Key Action
1-9, 0, -, = Use action bar slots 1-12
Drag & Drop Spells from spellbook, items from inventory
Click Cast spell / use item

Debug & Development

Key Action
F1 Performance HUD
F2 Wireframe mode
F9 Toggle time progression
F10 Toggle celestial bodies (sun + moons)
F11 Toggle procedural stars (debug mode)
+/- Change time of day
C Toggle clouds
L Toggle lens flare
W Cycle weather (None/Rain/Snow)
K / J Spawn / remove test characters
O / P Spawn / clear WMOs

Documentation

Getting Started

Technical Documentation

Technical Details

  • Graphics: OpenGL 3.3 Core, GLSL 330, forward rendering with post-processing
  • Performance: 60 FPS (vsync), ~50k triangles/frame, ~30 draw calls, <10% GPU
  • Platform: Linux (primary), C++20, CMake 3.15+
  • Dependencies: SDL2, OpenGL/GLEW, GLM, OpenSSL, ImGui, FFmpeg (StormLib for asset extraction tooling; Unicorn optional for Warden emulation)
  • Architecture: Modular design with clear separation (core, rendering, networking, game logic, asset pipeline, UI, audio)
  • Networking: Non-blocking TCP, SRP6a authentication, RC4 encryption, WoW 3.3.5a protocol
  • Asset Loading: Extracted loose-file tree + manifest.json indexing, async terrain streaming, overlay layers
  • Sky System: WoW-accurate DBC-driven architecture
    • Skybox Authority: Stars baked into M2 sky dome models (not procedurally generated)
    • Lore-Accurate Moons: White Lady (30-day cycle) + Blue Child (27-day cycle)
    • Deterministic Phases: Computed from server game time when available (fallback: local time/dev cycling)
    • Camera-Locked: Sky dome uses rotation-only transform (translation ignored)
    • No Latitude Math: Per-zone artistic constants, not Earth-like planetary simulation
    • Zone Identity: Different skyboxes per continent (Azeroth, Outland, Northrend)

License

This project's source code is licensed under the MIT License.

This project does not include any Blizzard Entertainment proprietary data, assets, or code. World of Warcraft is (c) 2004-2024 Blizzard Entertainment, Inc. All rights reserved.

References

Known Issues

Water Rendering

  • Stormwind Canal Overflow: Canal water surfaces extend spatially beyond their intended boundaries, causing water to appear in tunnels, buildings, and the park. This is due to oversized water mesh extents in the WoW data files.
    • Current Workaround: Water heights are lowered by 1 unit in Stormwind (tiles 28-50, 28-52) for surfaces above 94 units, with a 20-unit exclusion zone around the moonwell (-8755.9, 1108.9, 96.1). This hides most problem water while keeping canals and the moonwell functional.
    • Limitation: Some park water may still be visible. The workaround uses hardcoded coordinates and height thresholds rather than fixing the root cause.
    • Proper Fix: Would require trimming water surface meshes to actual boundaries in ADT/WMO data, or implementing spatial clipping at render time.

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