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Fork of RBDoom3-BFG for my games, aiming to be a base for immersive retro shooters. Status: inactive for now

License: GNU General Public License v3.0

HLSL 1.02% Lua 0.02% C++ 83.60% CMake 0.15% Batchfile 0.01% Shell 0.01% HTML 9.36% Makefile 0.02% C 5.71% Roff 0.01% Python 0.10%
idtech4 game-development game-engine gamedev cpp half-life

burektech2's Introduction

Note: This project is abandoned; all my engine dev effort is now focused on Elegy Engine.

BUREKTech 2.0

BUREKTech, BT for short, is a work-in-progress fork of RBDoom3, that will bring to the table some nice little things for people like me - who aren't happy with popular modern engines - but wanna make games nevertheless.

RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG

A little bit of history

BUREKTech 1 started off as a fork of ioquake3, which I used to make a game demo for a local gamedev competition in 2021. Then I realised, hold on a second, I wanna implement features which are already in idTech 4, for example a GUI system like in idTech 4.

Thus, BUREKTech 2 was born. The first feature it got was a separate weapon FOV.

Plans

Some notable planned changes include:

  • vegetation
  • dynamic music
  • full TrenchBroom support, assuming a TrenchBroom fork that supports MD5 models etc.
  • a smoother workflow for animated models
  • new entities for mappers
  • native AI and weapons, as opposed to DoomScript
  • RmlUI, an HTML/CSS-based UI solution to replace Flash/SWF

Read the plans for some more details.

burektech2's People

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abergmeier avatar admer456 avatar bielbdeluna avatar codes4fun avatar coldtobi avatar danielgibson avatar danmcgoo avatar davidfoerster avatar dsalt avatar ensiform avatar ericwomer avatar infapi00 avatar jansimek avatar jonathangray avatar jpcy avatar lwss avatar mdmallardi avatar palmalcheg avatar pjayb avatar r-a-sattarov avatar raynorpat avatar rigred avatar robertbeckebans avatar shaneutt avatar srsaunders avatar tea23 avatar vloup avatar wintermute0110 avatar y2keeth avatar yamagi avatar

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