A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of broad compatibility, capable of handling even the most demanding maps at very high framerates by utilizing more modern techniques such as:
* compute-based vis/frustum/backface culling
* compute-based lightmap updates
* better batching through multi-draw indirect rendering, instancing, and bindless textures
* clustered dynamic lighting
* persistent buffer mapping with manual synchronization
To avoid physics issue with high framerates the renderer is decoupled from the server (using code from QSS, via vkQuake). There are also a few other nice-to-have features such as the classic underwater warp effect, slightly higher color/depth buffer precision, reduced heap usage (can play shib1_drake out of the box), slightly faster savefile loading for large maps in complex mods, capped framerate when no map is loaded, and a built-in hackwork-around for the z-fighting issues present in the original levels.
Ironwail, a high-performance QuakeSpasm fork
Ironwail, a high-performance QuakeSpasm fork
https://github.com/andrei-drexler/ironwail
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Re: Ironwail, a high-performance QuakeSpasm fork
That's awesome
It'd be interesting to bench this against OneDraw (which was Spike's pet project for rendering Quake in one pass, it's however just a single client implementation).
It might be fun to bench most modern engines against each-other again, we've got plenty of great test cases for those now!
It'd be interesting to bench this against OneDraw (which was Spike's pet project for rendering Quake in one pass, it's however just a single client implementation).
It might be fun to bench most modern engines against each-other again, we've got plenty of great test cases for those now!