- This is a fork of Quake-III-Arena-Kenny-Edition but with added DXR support.
- DXR is Microsoft's extension to DirectX-12 that adds Ray tracing.
- If you have a GPU that supports Hardware ray tracing like Nvidia's RTX 20X0 series you can have ray traced Q3A.
https://www.youtube.com/playlist?list=PLJGchG921dheDmxj4mQjuzsSN_eB3XJi-
- This was only done as a learning exercise.
- Only simple lighting model is implemented. Single light with shadow and ambient occlusion.
- None of the original material data is used.
- Can't see Hud or console while on.
- Have to enter level through command line (eg. +devmap q3dm7).
- Can't load another level.
- Character animation not working.
- Build
visual-studio/quake3.sln
solution. - Copy q3a asserts into the "solution folder"
- Must start in DX12 mode (+set r_renderAPI 2 )
- In console enter "\dxr_on 1" to turn on.
Vulkan backend has not been touched.
Windows 10 v1809, "October 2018 Update" (RS5) or later Windows 10 SDK 10.0.17763.0 or later. Visual Studio 2017
Original Quake-III-Arena-Kenny-Edition README.md (original-README.md)
Basically started this project by mashing Quake-III-Arena-Kenny-Edition and acmarrs: IntroToDXR (https://github.com/acmarrs/IntroToDXR) together. There is still a lot of IntroToDXR DNA in here. Thank you for such a great sample.
Microsoft:DirectXShaderCompiler redistributable is included.