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MiTech Engine

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This is a modern engine created for Quake Sandbox.

Features:

From Quake3e:

  • Optimized OpenGL renderer
  • Optimized Vulkan renderer
  • Raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
  • Unlagged mouse events processing, can be reverted by setting \in_lagged 1
  • \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
  • Significally reworked QVM (Quake Virtual Machine)
  • Improved server-side DoS protection, much reduced memory usage
  • Raised filesystem limits (up to 20,000 maps can be handled in a single directory)
  • Reworked Zone memory allocator, no more out-of-memory errors
  • Non-intrusive support for SDL2 backend (video, audio, input), selectable at compile time
  • Tons of bug fixes and other improvements

MiTech features:

  • Brush limit up to 524288
  • Entity limit up to 16384
  • Cvar limit up to 16384
  • Players and bots limit up to 256
  • Weapons limit up to 8192
  • Up to 80000000 polygons per scene
  • Up to 1000000 polygons per model
  • New addon system
  • Seamless change of QVM
  • Improved lighting (high resolution lightmaps and post-processing)
  • Render distance for entity (server-side)
  • MGui (MiTech GUI) interface system with QVM and map integration
  • Vehicles and additional properties of the entity
  • Support huge size maps up to 4GB
  • Android support

Vulkan renderer

Based on Quake-III-Arena-Kenny-Edition/quake3e with many additions:

  • 4K textures support
  • High-quality per-pixel dynamic lighting
  • Merged lightmaps (atlases)
  • Smooth shader animations
  • Rendering a huge number of entities

Highly recommended to use on modern systems

OpenGL renderer

Based on classic OpenGL renderers from idq3/ioquake3/cnq3/openarena/quake3e, features:

  • 4K textures support
  • High-quality per-pixel dynamic lighting
  • Merged lightmaps (atlases)
  • Smooth shader animations
  • Rendering a huge number of entities

Performance is usually greater or equal to other opengl1 renderers

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