This fork is centered around improving the rendering backend, specifically focusing on adding the Vulkan API.
Other forks or mods can incorporate the latest updates from this repository.
NOTE: Game logic remains untouched, required changes are to include SDL2 vulkan headers and refapi.
also relocating some structures from common tr_types.h to renderer module tr_local.h 90d4de9, a9b7248
Its increasingly difficult to maintain a clear list of modified files, because there have been no upstream commits since 2021.
*engine related: eb18020, 3ae2bbd, 4eee7ab 786f077
Support Initially started by porting to Quake-III-Arena-Kenny-Edition.
After that, I found vkQuake3, hence the file structure.
Lastly, I stumbled across Quake3e.
Which is highly maintained, and is packed with many additions compared to the other repositories.
Therefore the vulkan renderer is now based on Quake3e.
A list of the additions can be found on here.
OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
Native implemention of the Vulkan renderer module.
NOTE: upstream repository EternalJK is discontinued and is replaced with TaystJK - includes Vulkan
Based on master
Basic implementation of ImGui in the vulkan renderer module, cImGui in client, game and ui modules
NOTE Release unavailable! build binaries yourself from source - This branch is archived and unmaintained
Implementation of PBR (Physical Based Rendering) material system based on Rend2 renderer from OpenJK
This adds the ability to apply normal, roughness, metallic or specular mapping.
by introducing the .mtr file extension which is an override for .shader
NOTE Incompatible with master or beta branch! cvar r_fbo and r_vbo are enabled hard-coded.
NOTE Release unavailable! build binaries yourself from source
Combines PBR and ImGui branch.
Began as a local codebase to inspect/debug the PBR material system implementation.
A basic GUI is added, renders the game in a viewport and allows displaying various PBR layers
Other features: View collapsed shader, text/node based shader editor, profiler and a few more bits an bobs.
Started entity inspector, but this has been commented out.
NOTE Release unavailable! build binaries yourself from source - Initially for personal use only, but here we are
Based on PBR Inspector branch.
NOTE This is Work-in-progress, and is unstable.
E.g. switching map requires a full restart because buffer clearing is not implemented yet.
This is an effort to port RayTracing from Q2RTX by NVIDIA, which builds upon Q2VKPT.
NOTE Release unavailable! build binaries yourself from source
Overview of prototyped features like bindless rendering, depth-z-prepass is in the Prototype tab section here
In addition to this fork, I also have implemented the Vulkan renderer to my other forks
- based on master branch
- based on master branch - (Implemented modular renderer)
- based on master branch
Installing and running EternalJK:
- Download the latest release.
- Extract the file into the Jedi Academy
GameDatafolder. For Steam users, this will be in<Steam Folder>/steamapps/common/Jedi Academy/GameData/. - Run eternaljk.x86.exe (Rename to jamp.exe for better steam support)
- Open up the console by pressing ~ Tilde key
- Type "/cl_renderer rd-vulkan; vid_restart" and hit enter
- Fork the EternalJK project on GitHub
- Create a new branch on your fork and make your changes
- Send a pull request to upstream (eternaljk/master)