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Its based on ioq3,I add a vulkan based modular render back end which originally from https://github.com/kennyalive/Quake-III-Arena-Kenny-Edition

License: GNU General Public License v2.0

Makefile 0.37% C 89.57% C++ 8.38% Objective-C 0.08% Assembly 0.29% Shell 0.21% Perl 0.05% Batchfile 0.02% GLSL 0.29% HLSL 0.02% Lua 0.13% Python 0.14% HTML 0.30% Roff 0.09% Yacc 0.02% Rich Text Format 0.01% NSIS 0.05% VBScript 0.01% AMPL 0.01%
quake3 vulkan quake

vkquake3's Introduction

==============================================================================

               ,---------------------------------------.
               |   _                     _       ____  |
               |  (_)___  __ _ _  _ __ _| |_____|__ /  |
               |  | / _ \/ _` | || / _` | / / -_)|_ \  |
               |  |_\___/\__, |\_,_\__,_|_\_\___|___/  |
               |            |_|                        |
               |                                       |
               `---------- http://ioquake3.org --------'

The intent of this project is to provide a baseline Quake 3 which may be used for further development and baseq3 fun. Some of the major features currently implemented are:

  • SDL 2 backend
  • OpenAL sound API support (multiple speaker support and better sound quality)
  • Full x86_64 support on Linux
  • VoIP support, both in-game and external support through Mumble.
  • MinGW compilation support on Windows and cross compilation support on Linux
  • AVI video capture of demos
  • Much improved console autocompletion
  • Persistent console history
  • Colorized terminal output
  • Optional Ogg Vorbis support
  • Much improved QVM tools
  • Support for various esoteric operating systems
  • cl_guid support
  • HTTP/FTP download redirection (using cURL)
  • Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3")
  • PNG support
  • Many, many bug fixes

The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://icculus.org/gtkradiant/.

The original id software readme that accompanied the Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the website for updated status.

More documentation including a Player's Guide and Sysadmin Guide is on: http://wiki.ioquake3.org/

If you've got issues that you aren't sure are worth filing as bugs, or just want to chat, please visit our forums: http://discourse.ioquake.org

Compilation and installation

Building on Ubuntu or Debian Linux

$ sudo apt-get install libcurl4-openssl-dev libsdl2-dev libopenal-dev libvulkan-dev libgl1-mesa-dev libopus-dev libvorbis-dev libopusfile-dev
$ sudo apt-get install clang gcc make git
$ git clone https://github.com/suijingfeng/vkQuake3.git
$ cd vkQuake3
$ make -j4

Building on Windows 7 or 10

To build 64-bit binaries, follow these instructions:

  1. Install msys2 from https://msys2.github.io/ , following the instructions there.

  2. Start "MinGW 64-bit" from the Start Menu, NOTE: NOT MSYS2.

  3. Install mingw-w64-x86_64, make, git and necessary libs.

    pacman -S mingw-w64-x86_64-gcc make git
  4. Grab latest source code from github and compile. Note that in msys2, your drives are linked as folders in the root directory: C:\ is /c/, D:\ is /d/, and so on.

    git clone https://github.com/suijingfeng/vkQuake3.git
    cd vkQuake3
    make -j4
  5. Find the executables and dlls in build/release-mingw64-x86_64 .

you can also download the binary compiled on win10 from https://github.com/suijingfeng/vkQuake3/releases.

You can also try the openarena game https://github.com/suijingfeng/vkOpenArena :)

Building on macOS

Tested with 10.14 Mojave & 10.15 Catalina:

  1. Install the Command Line tools

    xcode-select --install
  2. Install Xcode - from the Mac AppStore or Apple Developer Website, make sure to run the latest version...

    Check what Xcode is selected

    xcode-select -p

    if it doesn't correspond to the latest (or want to use)

    sudo xcode-select --switch /PATH-TO/Xcode.app
  3. Install the build dependencies with Homebrew

    brew install molten-vk vulkan-headers sdl2 openal-soft
  4. Grab latest source code from github and compile.

    git clone https://github.com/suijingfeng/vkQuake3.git
    cd vkQuake3
  5. run make with number of processing units available to the current process

    make -j $(nproc)
  6. Find the executables and dynamic libraries in build/release-darwin-x86_64

    cd build/release-darwin-x86_64
  7. Install the *.pak-files into the corresponding directorues, then run

    ./ioquake3.x86_64

Later [2020-07-06]

FAQ

Q: How to enable vulkan support from the pulldown console ?

\cl_renderer vulkan
\vid_restart

Q: How to check that Vulkan backend is really active ?

\vkinfo

Type \vkinfo in the console reports information about active rendering backend. It will report something like the following:

Active 3D API: Vulkan
Vk api version: 1.0.65
Vk driver version: 1637679104
Vk vendor id: 0x10DE (NVIDIA)
Vk device id: 0x1B80
Vk device type: DISCRETE_GPU
Vk device name: GeForce GTX 1080

Total Device Extension Supported:

...

Vk instance extensions:

...

Image chuck memory(device local) used: 8 M 

The following variables may be set, either on the command line or in Makefile.local:

  CFLAGS               - use this for custom CFLAGS
  V                    - set to show cc command line when building
  DEFAULT_BASEDIR      - extra path to search for baseq3 and such
  BUILD_SERVER         - build the 'ioq3ded' server binary
  BUILD_CLIENT         - build the 'ioquake3' client binary
  BUILD_BASEGAME       - build the 'baseq3' binaries
  BUILD_MISSIONPACK    - build the 'missionpack' binaries
  BUILD_GAME_SO        - build the game shared libraries
  BUILD_GAME_QVM       - build the game qvms
  BUILD_STANDALONE     - build binaries suited for stand-alone games
  SERVERBIN            - rename 'ioq3ded' server binary
  CLIENTBIN            - rename 'ioquake3' client binary
  USE_RENDERER_DLOPEN  - build and use the renderer in a library
  USE_YACC             - use yacc to update code/tools/lcc/lburg/gram.c
  BASEGAME             - rename 'baseq3'
  BASEGAME_CFLAGS      - custom CFLAGS for basegame
  MISSIONPACK          - rename 'missionpack'
  MISSIONPACK_CFLAGS   - custom CFLAGS for missionpack (default '-DMISSIONPACK')
  USE_OPENAL           - use OpenAL where available
  USE_OPENAL_DLOPEN    - link with OpenAL at runtime
  USE_CURL             - use libcurl for http/ftp download support
  USE_CURL_DLOPEN      - link with libcurl at runtime
  USE_CODEC_VORBIS     - enable Ogg Vorbis support
  USE_CODEC_OPUS       - enable Ogg Opus support
  USE_MUMBLE           - enable Mumble support
  USE_VOIP             - enable built-in VoIP support
  USE_FREETYPE         - enable FreeType support for rendering fonts
  USE_INTERNAL_LIBS    - build internal libraries instead of dynamically
                         linking against system libraries; this just sets
                         the default for USE_INTERNAL_ZLIB etc.
                         and USE_LOCAL_HEADERS
  USE_INTERNAL_ZLIB    - build and link against internal zlib
  USE_INTERNAL_JPEG    - build and link against internal JPEG library
  USE_INTERNAL_OGG     - build and link against internal ogg library
  USE_INTERNAL_OPUS    - build and link against internal opus/opusfile libraries
  USE_LOCAL_HEADERS    - use headers local to ioq3 instead of system ones
  DEBUG_CFLAGS         - C compiler flags to use for building debug version
  COPYDIR              - the target installation directory
  TEMPDIR              - specify user defined directory for temp files

The defaults for these variables differ depending on the target platform.

Console

New cvars

  cl_autoRecordDemo                 - record a new demo on each map change
  cl_aviFrameRate                   - the framerate to use when capturing video
  cl_aviMotionJpeg                  - use the mjpeg codec when capturing video
  cl_guidServerUniq                 - makes cl_guid unique for each server
  cl_cURLLib                        - filename of cURL library to load
  cl_consoleKeys                    - space delimited list of key names or
                                      characters that toggle the console
  cl_mouseAccelStyle                - Set to 1 for QuakeLive mouse acceleration
                                      behaviour, 0 for standard q3
  cl_mouseAccelOffset               - Tuning the acceleration curve, see below

  con_autochat                      - Set to 0 to disable sending console input
                                      text as chat when there is not a slash
                                      at the beginning
  con_autoclear                     - Set to 0 to disable clearing console
                                      input text when console is closed

  in_joystickUseAnalog              - Do not translate joystick axis events
                                      to keyboard commands

  j_forward                         - Joystick analogue to m_forward,
                                      for forward movement speed/direction.
  j_side                            - Joystick analogue to m_side,
                                      for side movement speed/direction.
  j_up                              - Joystick up movement speed/direction.
  j_pitch                           - Joystick analogue to m_pitch,
                                      for pitch rotation speed/direction.
  j_yaw                             - Joystick analogue to m_yaw,
                                      for yaw rotation speed/direction.
  j_forward_axis                    - Selects which joystick axis
                                      controls forward/back.
  j_side_axis                       - Selects which joystick axis
                                      controls left/right.
  j_up_axis                         - Selects which joystick axis
                                      controls up/down.
  j_pitch_axis                      - Selects which joystick axis
                                      controls pitch.
  j_yaw_axis                        - Selects which joystick axis
                                      controls yaw.

  s_useOpenAL                       - use the OpenAL sound backend if available
  s_alPrecache                      - cache OpenAL sounds before use
  s_alGain                          - the value of AL_GAIN for each source
  s_alSources                       - the total number of sources (memory) to
                                      allocate
  s_alDopplerFactor                 - the value passed to alDopplerFactor
  s_alDopplerSpeed                  - the value passed to alDopplerVelocity
  s_alMinDistance                   - the value of AL_REFERENCE_DISTANCE for
                                      each source
  s_alMaxDistance                   - the maximum distance before sounds start
                                      to become inaudible.
  s_alRolloff                       - the value of AL_ROLLOFF_FACTOR for each
                                      source
  s_alGraceDistance                 - after having passed MaxDistance, length
                                      until sounds are completely inaudible
  s_alDriver                        - which OpenAL library to use
  s_alDevice                        - which OpenAL device to use
  s_alAvailableDevices              - list of available OpenAL devices
  s_alInputDevice                   - which OpenAL input device to use
  s_alAvailableInputDevices         - list of available OpenAL input devices
  s_sdlBits                         - SDL bit resolution
  s_sdlSpeed                        - SDL sample rate
  s_sdlChannels                     - SDL number of channels
  s_sdlDevSamps                     - SDL DMA buffer size override
  s_sdlMixSamps                     - SDL mix buffer size override
  s_backend                         - read only, indicates the current sound
                                      backend
  s_muteWhenMinimized               - mute sound when minimized
  s_muteWhenUnfocused               - mute sound when window is unfocused
  sv_dlRate                         - bandwidth allotted to PK3 file downloads
                                      via UDP, in kbyte/s

  com_ansiColor                     - enable use of ANSI escape codes in the tty
  com_altivec                       - enable use of altivec on PowerPC systems
  com_standalone (read only)        - If set to 1, quake3 is running in
                                      standalone mode
  com_basegame                      - Use a different base than baseq3. If no
                                      original Quake3 or TeamArena pak files
                                      are found, this will enable running in
                                      standalone mode
  com_homepath                      - Specify name that is to be appended to the
                                      home path
  com_legacyprotocol                - Specify protocol version number for
                                      legacy Quake3 1.32c protocol, see
                                      "Network protocols" section below
                                      (startup only)
  com_maxfpsUnfocused               - Maximum frames per second when unfocused
  com_maxfpsMinimized               - Maximum frames per second when minimized
  com_busyWait                      - Will use a busy loop to wait for rendering
                                      next frame when set to non-zero value
  com_pipefile                      - Specify filename to create a named pipe
                                      through which other processes can control
                                      the server while it is running.
                                      Nonfunctional on Windows.
  com_gamename                      - Gamename sent to master server in
                                      getservers[Ext] query and infoResponse
                                      "gamename" infostring value. Also used
                                      for filtering local network games.
  com_protocol                      - Specify protocol version number for
                                      current ioquake3 protocol, see
                                      "Network protocols" section below
                                      (startup only)

  in_joystickNo                     - select which joystick to use
  in_availableJoysticks             - list of available Joysticks
  in_keyboardDebug                  - print keyboard debug info

  sv_dlURL                          - the base of the HTTP or FTP site that
                                      holds custom pk3 files for your server
  sv_banFile                        - Name of the file that is used for storing
                                      the server bans

  net_ip6                           - IPv6 address to bind to
  net_port6                         - port to bind to using the ipv6 address
  net_enabled                       - enable networking, bitmask. Add up
                                      number for option to enable it:
                                      enable ipv4 networking:    1
                                      enable ipv6 networking:    2
                                      prioritise ipv6 over ipv4: 4
                                      disable multicast support: 8
  net_mcast6addr                    - multicast address to use for scanning for
                                      ipv6 servers on the local network
  net_mcastiface                    - outgoing interface to use for scan

  r_allowResize                     - make window resizable
  r_ext_texture_filter_anisotropic  - anisotropic texture filtering
  r_zProj                           - distance of observer camera to projection
                                      plane in quake3 standard units
  r_greyscale                       - desaturate textures, useful for anaglyph,
                                      supports values in the range of 0 to 1
  r_stereoEnabled                   - enable stereo rendering for techniques
                                      like shutter glasses (untested)
  r_anaglyphMode                    - Enable rendering of anaglyph images
                                      red-cyan glasses:    1
                                      red-blue:            2
                                      red-green:           3
                                      green-magenta:       4
                                      To swap the colors for left and right eye
                                      just add 4 to the value for the wanted
                                      color combination. For red-blue and
                                      red-green you probably want to enable
                                      r_greyscale
  r_stereoSeparation                - Control eye separation. Resulting
                                      separation is r_zProj divided by this
                                      value in quake3 standard units.
                                      See also
                                      http://wiki.ioquake3.org/Stereo_Rendering
                                      for more information
  r_marksOnTriangleMeshes           - Support impact marks on md3 models, MOD
                                      developers should increase the mark
                                      triangle limits in cg_marks.c if they
                                      intend to use this.
  r_sdlDriver                       - read only, indicates the SDL driver
                                      backend being used
  r_noborder                        - Remove window decoration from window
                                      managers, like borders and titlebar.
  r_screenshotJpegQuality           - Controls quality of jpeg screenshots
                                      captured using screenshotJPEG
  r_aviMotionJpegQuality            - Controls quality of video capture when
                                      cl_aviMotionJpeg is enabled
  r_mode -2                         - This new video mode automatically uses the
                                      desktop resolution.

New commands

  video [filename]        - start video capture (use with demo command)
  stopvideo               - stop video capture
  stopmusic               - stop background music
  minimize                - Minimize the game and show desktop
  togglemenu              - causes escape key event for opening/closing menu, or
                            going to a previous menu. works in binds, even in UI

  print                   - print out the contents of a cvar
  unset                   - unset a user created cvar

  banaddr <range>         - ban an ip address range from joining a game on this
                            server, valid <range> is either playernum or CIDR
                            notation address range.
  exceptaddr <range>      - exempt an ip address range from a ban.
  bandel <range>          - delete ban (either range or ban number)
  exceptdel <range>       - delete exception (either range or exception number)
  listbans                - list all currently active bans and exceptions
  rehashbans              - reload the banlist from serverbans.dat
  flushbans               - delete all bans

  net_restart             - restart network subsystem to change latched settings
  game_restart <fs_game>  - Switch to another mod

  which <filename/path>   - print out the path on disk to a loaded item

  execq <filename>        - quiet exec command, doesn't print "execing file.cfg"

  kicknum <client number> - kick a client by number, same as clientkick command
  kickall                 - kick all clients, similar to "kick all" (but kicks
                            everyone even if someone is named "all")
  kickbots                - kick all bots, similar to "kick allbots" (but kicks
                            all bots even if someone is named "allbots")

  tell <client num> <msg> - send message to a single client (new to server)

  cvar_modified [filter]  - list modified cvars, can filter results (such as "r*"
                            for renderer cvars) like cvarlist which lists all cvars

  addbot random           - the bot name "random" now selects a random bot

README for Developers

pk3dir

ioquake3 has a useful new feature for mappers. Paths in a game directory with the extension ".pk3dir" are treated like pk3 files. This means you can keep all files specific to your map in one directory tree and easily zip this folder for distribution.

64bit mods

If you wish to compile external mods as shared libraries on a 64bit platform, and the mod source is derived from the id Q3 SDK, you will need to modify the interface code a little. Open the files ending in _syscalls.c and change every instance of int to intptr_t in the declaration of the syscall function pointer and the dllEntry function. Also find the vmMain function for each module (usually in cg_main.c g_main.c etc.) and similarly replace the return value in the prototype with intptr_t (arg0, arg1, ...stay int).

Add the following code snippet to q_shared.h:

#ifdef Q3_VM
typedef int intptr_t;
#else
#include <stdint.h>
#endif

Note if you simply wish to run mods on a 64bit platform you do not need to recompile anything since by default Q3 uses a virtual machine system.

Creating mods compatible with Q3 1.32b

If you're using this package to create mods for the last official release of Q3, it is necessary to pass the commandline option '-vq3' to your invocation of q3asm. This is because by default q3asm outputs an updated qvm format that is necessary to fix a bug involving the optimizing pass of the x86 vm JIT compiler.

Creating standalone games

Have you finished the daunting task of removing all dependencies on the Q3 game data? You probably now want to give your users the opportunity to play the game without owning a copy of Q3, which consequently means removing cd-key and authentication server checks. In addition to being a straightforward Q3 client, ioquake3 also purports to be a reliable and stable code base on which to base your game project.

However, before you start compiling your own version of ioquake3, you have to ask yourself: Have we changed or will we need to change anything of importance in the engine?

If your answer to this question is "no", it probably makes no sense to build your own binaries. Instead, you can just use the pre-built binaries on the website. Just make sure the game is called with:

+set com_basegame <yournewbase>

in any links/scripts you install for your users to start the game. The binary must not detect any original quake3 game pak files. If this condition is met, the game will set com_standalone to 1 and is then running in stand alone mode.

If you want the engine to use a different directory in your homepath than e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup by adding

+set com_homepath <homedirname>

to the command line. You can also control which game name to use when talking to the master server:

+set com_gamename <gamename>

So clients requesting a server list will only receive servers that have a matching game name.

Example line:

+set com_basegame basefoo +set com_homepath .foo
+set com_gamename foo

If you really changed parts that would make vanilla ioquake3 incompatible with your mod, we have included another way to conveniently build a stand-alone binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with information appropriate for your project.

Standalone game licensing

While a lot of work has been put into ioquake3 that you can benefit from free of charge, it does not mean that you have no obligations to fulfill. Please be aware that as soon as you start distributing your game with an engine based on our sources we expect you to fully comply with the requirements as stated in the GPL. That includes making sources and modifications you made to the ioquake3 engine as well as the game-code used to compile the .qvm files for the game logic freely available to everyone. Furthermore, note that the "QIIIA Game Source License" prohibits distribution of mods that are intended to operate on a version of Q3 not sanctioned by id software:

"with this Agreement, ID grants to you the non-exclusive and limited right
to distribute copies of the Software ... for operation only with the full
version of the software game QUAKE III ARENA"

This means that if you're creating a standalone game, you cannot use said license on any portion of the product. As the only other license this code has been released under is the GPL, this is the only option.

This does NOT mean that you cannot market this game commercially. The GPL does not prohibit commercial exploitation and all assets (e.g. textures, sounds, maps) created by yourself are your property and can be sold like every other game you find in stores.

PNG support

ioquake3 supports the use of PNG (Portable Network Graphic) images as textures. It should be noted that the use of such images in a map will result in missing placeholder textures where the map is used with the id Quake 3 client or earlier versions of ioquake3.

Recent versions of GtkRadiant and q3map2 support PNG images without modification. However GtkRadiant is not aware that PNG textures are supported by ioquake3. To change this behaviour open the file 'q3.game' in the 'games' directory of the GtkRadiant base directory with an editor and change the line:

texturetypes="tga jpg"

to

texturetypes="tga jpg png"

Restart GtkRadiant and PNG textures are now available.

Building with MinGW for pre Windows XP

IPv6 support requires a header named "wspiapi.h" to abstract away from differences in earlier versions of Windows' IPv6 stack. There is no MinGW equivalent of this header and the Microsoft version is obviously not redistributable, so in its absence we're forced to require Windows XP. However if this header is acquired separately and placed in the qcommon/ directory, this restriction is lifted.

Contributing

Please send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request and submit your patch there.

The focus for ioq3 is to develop a stable base suitable for further development and provide players with the same Quake 3 experience they've had for years.

We do have graphical improvements with the new renderer, but they are off by default. See opengl2-readme.md for more information.

Building Official Installers

We need help getting automated installers on all the platforms that ioquake3 supports. We don't necessarily care about all the installers being identical, but we have some general guidelines:

  • Please include the id patch pk3s in your installer, which are available from http://ioquake3.org/patch-data/ subject to agreement to the id EULA. Your installer shall also ask the user to agree to this EULA (which is in the /web/include directory for your convenience) and subsequently refuse to continue the installation of the patch pk3s and pak0.pk3 if they do not.

  • Please don't require pak0.pk3, since not everyone using the engine plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the user in copying the file or tell them how.

  • It is fine to just install the binaries without requiring id EULA agreement, providing pak0.pk3 and the patch pk3s are not referred to or included in the installer.

  • Please include at least a libSDL2 so/dylib/dll on every platform.

  • Please include an OpenAL so/dylib/dll, since every platform should be using it by now.

  • Please be prepared to alter your installer on the whim of the maintainers.

  • Your installer will be mirrored to an "official" directory, thus making it a done deal.

Credits

Maintainers

Significant contributions from

vkquake3's People

Contributors

cmf028 avatar danieleftodi avatar ec- avatar ensiform avatar icculus avatar inolen avatar jeremiah-sypult avatar jonathangray avatar kungfooman avatar lnussel avatar lonkamikaze avatar man-at-arms avatar maxcrofts avatar mickael9 avatar miried avatar nuclearmonster avatar pan7 avatar r-a-sattarov avatar richard-allen avatar shearer12345 avatar smcv avatar smiletheory avatar suijingfeng avatar thiloschulz avatar timangus avatar tjdub avatar tkoeppe avatar wolfwings avatar xhairball avatar zturtleman avatar

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vkquake3's Issues

Sky shader is corrupted on Q3DM1

It renders as black/red flicker on vulkan renderer.

Running on Raspberry Pi 4B 8GB, and the official debian-based OS (Raspberry OS).

Custom mesa built with:

CFLAGS="-mcpu=cortex-a72" CXXFLAGS="-mcpu=cortex-a72" meson --prefix /usr -Dplatforms=x11 -Dvulkan-drivers=broadcom -Ddri-drivers= -Dgallium-drivers=kmsro,v3d,vc4 -Dbuildtype=release build-system/

vkQuake3 built with:

CFLAGS="-O2 -march=armv8-a+crc+simd -mtune=cortex-a72 -DSDL_DISABLE_IMMINTRIN_H" CXXFLAGS="-O2 -march=armv8-a+crc+simd -mtune=cortex-a72 -DSDL_DISABLE_IMMINTRIN_H"  make -j4

Engine requires `VK_IMAGE_USAGE_TRANSFER_DST_BIT` on the swapchain

It is not guaranteed to be supported:

VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT must be included in the set but implementations may support additional usages.

Is there a reason for vkQuake3 to copy into the swapchain image as opposed to rendering into it, possibly as a last subpass of a bigger render pass?

glrenderer2 fails with opengl2 drivers due textureCubeLod

Not sure if the glrenderer2 is maintained, but just in case.

When testing with a opengl2 driver it fails during shader compilation due this error:
0:253(14): error: no function with name 'textureCubeLod'

That function has been changing names through glsl versions, and there is some code at GLSL_GetHeader to handle that:

	// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
	if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
	{
		if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 50))
			Q_strcat(dest, size, "#version 150\n");
		else
			Q_strcat(dest, size, "#version 130\n");

		if(shaderType == GL_VERTEX_SHADER)
		{
			Q_strcat(dest, size, "#define attribute in\n");
			Q_strcat(dest, size, "#define varying out\n");
		}
		else
		{
			Q_strcat(dest, size, "#define varying in\n");

			Q_strcat(dest, size, "out vec4 out_Color;\n");
			Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
			Q_strcat(dest, size, "#define texture2D texture\n");
			Q_strcat(dest, size, "#define textureCubeLod textureLod\n");
			Q_strcat(dest, size, "#define shadow2D texture\n");
		}
	}
	else
	{
		Q_strcat(dest, size, "#version 120\n");
		Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \n");
	}

For our case, it goes through the second else, as on opengl 2.1, it was using GLSL 1.20 so the name was textureCubeLod. But the problem is that on GLSL 1.20 core that function is available but only for vertex shaders. To be used on fragment shaders, it is needed the extension GL_ARB_shader_texture_lod. So a quick workaround (tested and working) would be the following one:

	else
	{
		Q_strcat(dest, size, "#version 120\n");
		Q_strcat(dest, size, "#extension GL_ARB_shader_texture_lod : enable\n");
		Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \n");
	}

But again, that is a workaround, as we need to check if that extension is available (skimming I see some extension-handling code at tr_extensions.c), and probably something else that Im missing. Also again, not sure if there is a real interest to maintain the non-vulkan renderers.

The specific device tested was the rpi4, which Mesa OpenGL driver exposes 2.1 (as a embedded device, it is more focused on GLES).

come cross a core dump while play the game for a long time

The log is pasted as following: save for analyse in the future

------ Server Initialization ------
Server: q3dm9
RE_Shutdown( 0 )
Destroy Image: *default
Destroy Image: *white
Destroy Image: *fog
Destroy Image: *dlight
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *scratch
Destroy Image: *identityLight
Destroy Image: gfx/2d/bigchars.tga
Destroy Image: gfx/misc/console01.tga
Destroy Image: gfx/misc/console02.tga
Destroy Image: menu/art/font1_prop.tga
Destroy Image: menu/art/font1_prop_glo.tga
Destroy Image: menu/art/font2_prop.tga
Destroy Image: menu/art/3_cursor2
Destroy Image: menu/art/switch_on
Destroy Image: menu/art/switch_off
Destroy Image: textures/sfx/logo512.tga
Destroy Image: gfx/colors/black.tga
Destroy Image: menu/art/slider2
Destroy Image: menu/art/sliderbutt_0
Destroy Image: menu/art/sliderbutt_1
Destroy Image: levelshots/q3dm8.tga
Destroy Image: textures/sfx/detail.tga
Destroy Image: *lightmap0
Destroy Image: *lightmap1
Destroy Image: *lightmap2
Destroy Image: *lightmap3
Destroy Image: *lightmap4
Destroy Image: *lightmap5
Destroy Image: *lightmap6
Destroy Image: *lightmap7
Destroy Image: *lightmap8
Destroy Image: *lightmap9
Destroy Image: *lightmap10
Destroy Image: *lightmap11
Destroy Image: *lightmap12
Destroy Image: *lightmap13
Destroy Image: *lightmap14
Destroy Image: textures/gothic_block/blocks18d
Destroy Image: textures/gothic_block/blocks18c
Destroy Image: textures/gothic_trim/metalsupport4b.tga
Destroy Image: textures/gothic_trim/metalsupport4j.tga
Destroy Image: textures/gothic_trim/pitted_rust3
Destroy Image: textures/gothic_trim/stucco7top
Destroy Image: textures/gothic_trim/border10
Destroy Image: textures/gothic_trim/metalsupport4b
Destroy Image: textures/gothic_block/blocks17
Destroy Image: textures/gothic_block/blocks15
Destroy Image: textures/gothic_block/blocks17g
Destroy Image: textures/gothic_trim/border6
Destroy Image: textures/gothic_light/border7_ceil39.tga
Destroy Image: textures/gothic_light/border_ceil39.blend.tga
Destroy Image: textures/gothic_block/blocks18cbloodhead
Destroy Image: textures/stone/pjrock6
Destroy Image: textures/gothic_block/blocks17k
Destroy Image: textures/gothic_block/blocks18c_1a
Destroy Image: textures/gothic_trim/baseboard09_c
Destroy Image: textures/gothic_block/blocks17i
Destroy Image: textures/gothic_block/blocks17slime
Destroy Image: textures/gothic_light/border7_ceil39b.tga
Destroy Image: textures/gothic_light/border7_ceil39b.blend.tga
Destroy Image: textures/gothic_trim/blocks15_bb09e
Destroy Image: textures/base_light/ceil1_39.tga
Destroy Image: textures/base_light/ceil1_39.blend.tga
Destroy Image: textures/gothic_light/ironcrossltbkgrd
Destroy Image: textures/gothic_trim/border7
Destroy Image: textures/gothic_trim/stucco7bord1
Destroy Image: textures/common/invisible.tga
Destroy Image: textures/base_support/plate2_5
Destroy Image: textures/liquids/pool3d_5.tga
Destroy Image: textures/liquids/pool3d_6.tga
Destroy Image: textures/liquids/pool3d_3.tga
Destroy Image: textures/gothic_wall/purptileb
Destroy Image: textures/skies/dimclouds.tga
Destroy Image: textures/skies/pjbasesky.tga
Destroy Image: textures/gothic_trim/metalsupport4j
Destroy Image: textures/gothic_wall/iron01_p
Destroy Image: textures/stone/pjrock17
Destroy Image: textures/gothic_trim/blocks17g_stairtread
Destroy Image: textures/sfx/blocks17final_pent.tga
Destroy Image: textures/sfx/pentagramfloor_red_glow.tga
Destroy Image: textures/gothic_trim/border2
Destroy Image: textures/gothic_block/blocks15_relief1
Destroy Image: textures/gothic_light/gothic_light3.tga
Destroy Image: textures/gothic_light/gothic_light2_blend.tga
Destroy Image: textures/gothic_block/blocks18cblood
Destroy Image: textures/gothic_trim/baseboard09_f
Destroy Image: textures/gothic_trim/wood2
Destroy Image: textures/gothic_floor/pj_e3_center2
Destroy Image: textures/gothic_trim/baseboard03
Destroy Image: textures/base_light/ceil1_38.tga
Destroy Image: textures/base_light/ceil1_38.blend.tga
Destroy Image: textures/gothic_block/windowevil2c_block18c.tga
Destroy Image: textures/gothic_block/evil2cglow.tga
Destroy Image: textures/sfx/flame1.tga
Destroy Image: textures/sfx/flame2.tga
Destroy Image: textures/sfx/flame3.tga
Destroy Image: textures/sfx/flame4.tga
Destroy Image: textures/sfx/flame5.tga
Destroy Image: textures/sfx/flame6.tga
Destroy Image: textures/sfx/flame7.tga
Destroy Image: textures/sfx/flame8.tga
Destroy Image: textures/sfx/flameball.tga
Destroy Image: textures/sfx/bouncepad01block18b.tga
Destroy Image: textures/sfx/bouncepad01b_layer1.tga
Destroy Image: textures/sfx/jumppadsmall.tga
Destroy Image: textures/sfx/firegorre.tga
Destroy Image: textures/gothic_block/blocks17_ow.tga
Destroy Image: textures/base_light/ceil1_22a.tga
Destroy Image: textures/base_light/ceil1_22a.blend.tga
Destroy Image: textures/gothic_light/gothic_light2.tga
Destroy Image: textures/gothic_block/blocks15_relief2
Destroy Image: textures/base_trim/border11light.tga
Destroy Image: textures/base_trim/border11light.glow.tga
Destroy Image: textures/sfx/blocks18ccomputer.tga
Destroy Image: textures/sfx/compscreen/letters1.tga
Destroy Image: textures/sfx/compscreen/letters2.tga
Destroy Image: textures/sfx/compscreen/letters3.tga
Destroy Image: textures/sfx/compscreen/letters5.tga
Destroy Image: textures/sfx/compscreen/letters4.tga
Destroy Image: textures/base_support/basic1_1
Destroy Image: textures/gothic_trim/window_a_bottom1
Destroy Image: textures/gothic_trim/window_a1
Destroy Image: textures/base_floor/proto_rustygrate2.tga
Destroy Image: textures/gothic_trim/window_a_bottom2
Destroy Image: textures/gothic_trim/metalsupsolid
Destroy Image: textures/gothic_trim/supportborder
Destroy Image: textures/base_floor/concrete
Destroy Image: textures/gothic_trim/border12
Destroy Image: textures/gothic_trim/pjwal5q
Destroy Image: textures/common/mirror1.tga
Destroy Image: textures/sfx/mirrorkc.tga
Destroy Image: textures/gothic_block/blocks17g_ow.tga
Destroy Image: textures/sfx/computerblocks15.tga
Destroy Image: models/mapobjects/pj_lamp
Destroy Image: textures/effects/tinfx2.tga
Destroy Image: models/mapobjects/pj_light.tga
Destroy Image: models/mapobjects/flag/banner_strgg.tga
Destroy Image: models/mapobjects/storch/storch
Destroy Image: models/mapobjects/skull/ribcage.tga
Destroy Image: models/mapobjects/Skull/skull
Destroy Image: models/mapobjects/weeds/weed02.tga
Destroy Image: textures/liquids/lavahell.tga
Destroy Image: gfx/misc/flare.tga
Destroy Image: textures/base_support/metal1_1
Destroy Image: textures/gothic_door/door02_j4
Destroy Image: gfx/2d/numbers/zero_32b.tga
Destroy Image: gfx/2d/numbers/one_32b.tga
Destroy Image: gfx/2d/numbers/two_32b.tga
Destroy Image: gfx/2d/numbers/three_32b.tga
Destroy Image: gfx/2d/numbers/four_32b.tga
Destroy Image: gfx/2d/numbers/five_32b.tga
Destroy Image: gfx/2d/numbers/six_32b.tga
Destroy Image: gfx/2d/numbers/seven_32b.tga
Destroy Image: gfx/2d/numbers/eight_32b.tga
Destroy Image: gfx/2d/numbers/nine_32b.tga
Destroy Image: gfx/2d/numbers/minus_32b.tga
Destroy Image: menu/art/skill1.tga
Destroy Image: menu/art/skill2.tga
Destroy Image: menu/art/skill3.tga
Destroy Image: menu/art/skill4.tga
Destroy Image: menu/art/skill5.tga
Destroy Image: gfx/damage/blood_screen.tga
Destroy Image: gfx/2d/defer.tga
Destroy Image: menu/tab/name.tga
Destroy Image: menu/tab/ping.tga
Destroy Image: menu/tab/score.tga
Destroy Image: menu/tab/time.tga
Destroy Image: gfx/misc/smokepuff3.tga
Destroy Image: gfx/misc/smokepuffragepro.tga
Destroy Image: gfx/misc/smokepuff2b.tga
Destroy Image: sprites/plasmaa.tga
Destroy Image: gfx/damage/blood_spurt.tga
Destroy Image: gfx/2d/lag.tga
Destroy Image: gfx/2d/net.tga
Destroy Image: sprites/bubble.tga
Destroy Image: gfx/misc/tracer2.tga
Destroy Image: gfx/2d/select.tga
Destroy Image: gfx/2d/crosshaira
Destroy Image: gfx/2d/crosshairb.tga
Destroy Image: gfx/2d/crosshairc.tga
Destroy Image: gfx/2d/crosshaird.tga
Destroy Image: gfx/2d/crosshaire.tga
Destroy Image: gfx/2d/crosshairf.tga
Destroy Image: gfx/2d/crosshairg.tga
Destroy Image: gfx/2d/crosshairh.tga
Destroy Image: gfx/2d/crosshairi.tga
Destroy Image: gfx/2d/crosshairj.tga
Destroy Image: gfx/2d/backtile
Destroy Image: icons/noammo
Destroy Image: textures/effects/quadmap2.tga
Destroy Image: textures/effects/envmapgold2.tga
Destroy Image: textures/effects/invismap.tga
Destroy Image: textures/effects/regenmap2.tga
Destroy Image: textures/sfx/specular.tga
Destroy Image: models/powerups/armor/newyellow.tga
Destroy Image: models/powerups/armor/energy_yel3.tga
Destroy Image: icons/iconr_yellow.tga
Destroy Image: models/weapons2/shells/M_shell.tga
Destroy Image: models/weapons2/shells/s_shell.tga
Destroy Image: models/gibs/gibs.tga
Destroy Image: sprites/balloon4.tga
Destroy Image: models/weaphits/blood201.tga
Destroy Image: models/weaphits/blood202.tga
Destroy Image: models/weaphits/blood203.tga
Destroy Image: models/weaphits/blood204.tga
Destroy Image: models/weaphits/blood205.tga
Destroy Image: models/weaphits/bullet1.tga
Destroy Image: models/weaphits/bullet2.tga
Destroy Image: models/weaphits/bullet3.tga
Destroy Image: models/weaphits/ring01_1.tga
Destroy Image: models/weaphits/newexplo1.tga
Destroy Image: gfx/misc/teleportEffect2.tga
Destroy Image: menu/medals/medal_impressive.tga
Destroy Image: menu/medals/medal_excellent.tga
Destroy Image: menu/medals/medal_gauntlet.tga
Destroy Image: menu/medals/medal_defend.tga
Destroy Image: menu/medals/medal_assist.tga
Destroy Image: menu/medals/medal_capture.tga
Destroy Image: icons/iconr_shard.tga
Destroy Image: textures/effects/tinfx2c.tga
Destroy Image: models/powerups/armor/shard2.tga
Destroy Image: textures/effects/envmaprail.tga
Destroy Image: models/powerups/armor/shard_sphere.tga
Destroy Image: icons/iconr_red.tga
Destroy Image: models/powerups/armor/newred.tga
Destroy Image: models/powerups/armor/energy_red1.tga
Destroy Image: icons/iconh_green.tga
Destroy Image: textures/effects/tinfx2b.tga
Destroy Image: icons/iconh_yellow.tga
Destroy Image: textures/effects/envmapyel.tga
Destroy Image: icons/iconh_red.tga
Destroy Image: textures/effects/envmapgold.tga
Destroy Image: textures/sfx/kenelectric.tga
Destroy Image: icons/iconh_mega.tga
Destroy Image: textures/effects/envmapblue.tga
Destroy Image: textures/effects/envmapblue2.tga
Destroy Image: icons/iconw_gauntlet.tga
Destroy Image: models/weapons2/gauntlet/gauntlet1.tga
Destroy Image: models/weapons2/gauntlet/gauntlet3.tga
Destroy Image: models/weapons2/gauntlet/gauntlet4.tga
Destroy Image: models/weapons2/gauntlet/gauntlet2.tga
Destroy Image: icons/iconw_shotgun.tga
Destroy Image: models/weapons2/shotgun/shotgun_laser.tga
Destroy Image: models/weapons2/shotgun/shotgun.tga
Destroy Image: models/powerups/ammo/shotammo.tga
Destroy Image: models/powerups/ammo/shotammo2.tga
Destroy Image: models/weapons2/shotgun/f_shotgun.tga
Destroy Image: icons/iconw_machinegun.tga
Destroy Image: models/weapons2/machinegun/machinegun.tga
Destroy Image: textures/effects/tinfx2d.tga
Destroy Image: models/powerups/ammo/machammo.tga
Destroy Image: models/powerups/ammo/machammo2.tga
Destroy Image: models/weapons2/machinegun/f_machinegun.tga
Destroy Image: icons/iconw_grenade.tga
Destroy Image: models/weapons2/grenadel/grenadel.tga
Destroy Image: models/powerups/ammo/grenammo.tga
Destroy Image: models/powerups/ammo/grenammo2.tga
Destroy Image: models/weapons2/grenadel/f_grenadel.tga
Destroy Image: models/ammo/grenade.tga
Destroy Image: models/ammo/grenade_r.tga
Destroy Image: models/ammo/grenade_g.tga
Destroy Image: models/weaphits/glboom/glboom_1.tga
Destroy Image: models/weaphits/glboom/glboom_2.tga
Destroy Image: models/weaphits/glboom/glboom_3.tga
Destroy Image: icons/iconw_rocket.tga
Destroy Image: models/weapons2/rocketl/rocketl.TGA
Destroy Image: models/weapons2/rocketl/rocketl2.tga
Destroy Image: models/powerups/ammo/rockammo.tga
Destroy Image: models/powerups/ammo/rockammo2.tga
Destroy Image: models/weapons2/rocketl/f_rocketl.tga
Destroy Image: models/ammo/rocket/rockfls1.tga
Destroy Image: models/ammo/rocket/rockfls2.tga
Destroy Image: models/ammo/rocket/rockflar.tga
Destroy Image: models/ammo/rocket/rocket.tga
Destroy Image: models/ammo/rocket/rocketfn.tga
Destroy Image: models/weaphits/rlboom/rlboom_1.tga
Destroy Image: models/weaphits/rlboom/rlboom_2.tga
Destroy Image: models/weaphits/rlboom/rlboom_3.tga
Destroy Image: models/weaphits/rlboom/rlboom_4.tga
Destroy Image: models/weaphits/rlboom/rlboom_5.tga
Destroy Image: models/weaphits/rlboom/rlboom_6.tga
Destroy Image: models/weaphits/rlboom/rlboom_7.tga
Destroy Image: models/weaphits/rlboom/rlboom_8.tga
Destroy Image: icons/iconw_railgun.tga
Destroy Image: models/weapons2/railgun/railgun1.tga
Destroy Image: models/weapons2/railgun/railgun2.glow.tga
Destroy Image: models/weapons2/railgun/railgun4.tga
Destroy Image: models/weapons2/railgun/railgun3.tga
Destroy Image: models/weapons2/railgun/railgun3.glow.tga
Destroy Image: models/powerups/ammo/railammo.tga
Destroy Image: models/powerups/ammo/railammo2.tga
Destroy Image: models/weapons2/railgun/f_railgun2.tga
Destroy Image: models/weaphits/ring02_1.tga
Destroy Image: models/weaphits/ring02_2.tga
Destroy Image: models/weaphits/ring02_3.tga
Destroy Image: models/weaphits/ring02_4.tga
Destroy Image: gfx/misc/raildisc_mono2.tga
Destroy Image: gfx/misc/railcorethin_mono.tga
Destroy Image: icons/iconw_plasma.tga
Destroy Image: models/weapons2/plasma/plasma.tga
Destroy Image: textures/effects/tinfxb.tga
Destroy Image: models/weapons2/plasma/plasma_glo.tga
Destroy Image: textures/effects/envmapplas.tga
Destroy Image: models/powerups/ammo/plasammo.tga
Destroy Image: models/powerups/ammo/plasammo2.tga
Destroy Image: models/weapons2/plasma/f_plasma.tga
Destroy Image: models/weaphits/plasmaboom.tga
Destroy Image: icons/icona_shotgun.tga
Destroy Image: icons/icona_machinegun.tga
Destroy Image: icons/icona_grenade.tga
Destroy Image: icons/icona_plasma.tga
Destroy Image: icons/icona_rocket.tga
Destroy Image: icons/icona_railgun.tga
Destroy Image: icons/quad.tga
Destroy Image: icons/invis.tga
Destroy Image: gfx/damage/bullet_mrk.tga
Destroy Image: gfx/damage/burn_med_mrk.tga
Destroy Image: gfx/damage/hole_lg_mrk.tga
Destroy Image: gfx/damage/plasma_mrk.tga
Destroy Image: gfx/damage/shadow.tga
Destroy Image: sprites/splash.tga
Destroy Image: gfx/damage/blood_stain.tga
Destroy Image: models/mapobjects/podium/podium.tga
Destroy Image: models/mapobjects/podium/podiumglo.tga
Destroy Image: models/mapobjects/podium/podskull.tga
Destroy Image: models/mapobjects/podium/podskullfx.tga
Destroy Image: models/mapobjects/podium/podiumfx1.tga
Destroy Image: models/mapobjects/podium/podiumfx1b.tga
Destroy Image: sprites/explode1/fs2-0000.tga
Destroy Image: sprites/explode1/fs2-0001.tga
Destroy Image: sprites/explode1/fs2-0002.tga
Destroy Image: sprites/explode1/fs2-0003.tga
Destroy Image: sprites/explode1/fs2-0004.tga
Destroy Image: sprites/explode1/fs2-0005.tga
Destroy Image: sprites/explode1/fs2-0006.tga
Destroy Image: sprites/explode1/fs2-0007.tga
Destroy Image: sprites/explode1/fs2-0008.tga
Destroy Image: sprites/explode1/fs2-0009.tga
Destroy Image: sprites/explode1/fs2-0010.tga
Destroy Image: sprites/explode1/fs2-0011.tga
Destroy Image: sprites/explode1/fs2-0012.tga
Destroy Image: sprites/explode1/fs2-0013.tga
Destroy Image: sprites/explode1/fs2-0014.tga
Destroy Image: sprites/explode1/fs2-0015.tga
Destroy Image: sprites/explode1/fs2-0016.tga
Destroy Image: sprites/explode1/fs2-0017.tga
Destroy Image: sprites/explode1/fs2-0018.tga
Destroy Image: sprites/explode1/fs2-0019.tga
Destroy Image: sprites/explode1/fs2-0020.tga
Destroy Image: sprites/explode1/fs2-0021.tga
Destroy Image: sprites/explode1/fs2-0022.tga
Destroy Image: models/players/bones/icon_red.tga
Destroy Image: models/players/bones/red.tga
Destroy Image: models/players/lucy/icon_angel.tga
Destroy Image: models/players/lucy/angel.tga
Destroy Image: models/mapobjects/bitch/hologirl2.tga
Destroy Image: models/players/lucy/angel_h.tga
Destroy Image: models/players/slash/icon_default.tga
Destroy Image: models/players/slash/slashskate.tga
Destroy Image: models/players/slash/slash.tga
Destroy Image: models/players/slash/slash_h.tga
Destroy Image: models/players/bitterman/icon_default.tga
Destroy Image: models/players/bitterman/bitterman.tga
Destroy Image: models/players/bitterman/h_bitterman.tga
Destroy Image: models/players/visor/icon_gorre.tga
Destroy Image: models/players/visor/gorre.tga
Destroy Image: menu/art/menu_0
Destroy Image: menu/art/menu_1
Destroy Image: menu/art/replay_0
Destroy Image: menu/art/replay_1
Destroy Image: menu/art/next_0
Destroy Image: menu/art/next_1
Destroy Image: menu/medals/medal_accuracy
Destroy Image: menu/medals/medal_impressive
Destroy Image: menu/medals/medal_excellent
Destroy Image: menu/medals/medal_gauntlet
Destroy Image: menu/medals/medal_frags
Destroy Image: menu/medals/medal_victory
Destroy staging buffer.
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
We are looking in the current search path:
/home/suijingfeng/.q3a/baseq3/ztn3dm1.pk3 (10 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/xcsvai.pk3 (146 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak8.pk3 (9 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak7.pk3 (4 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak6.pk3 (64 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak5.pk3 (7 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak4.pk3 (272 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak3.pk3 (4 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak2.pk3 (148 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak1.pk3 (26 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/pak0.pk3 (3539 files)
on the pure list
/home/suijingfeng/.q3a/baseq3/chronic.pk3 (260 files)
on the pure list
/home/suijingfeng/.q3a/baseq3
./baseq3


4489 files in pk3 files
Loading vm file vm/qagame.qvm...
File "vm/qagame.qvm" found in "/home/suijingfeng/.q3a/baseq3/pak8.pk3"
VM file qagame compiled to 1823543 bytes of code
qagame loaded in 3270560 bytes on the hunk
------- Game Initialization -------
gamename: baseq3
gamedate: Sep 30 2002
Not logging to disk.
0 teams with 0 entities
18 items registered

------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
^3Warning: file rchat.c, line 701: variables from the match template(s) could be invalid when outputting one of the chat messages
^3Warning: file rchat.c, line 807: the key say with prefix ! is inside the key sayonara
^3Warning: file rchat.c, line 1366: variables from the match template(s) could be invalid when outputting one of the chat messages
loaded rchat.c
------------ Map Loading ------------
trying to load maps/q3dm9.aas
loaded maps/q3dm9.aas
found 57 level items

34 bots parsed
38 arenas parsed
AAS initialized.

loaded skill 1 from bots/default_c.c
loaded skill 1 from bots/slash_c.c
loaded skill 4 from bots/default_c.c
loaded skill 4 from bots/slash_c.c
loaded bots/slash_i.c
loaded bots/slash_w.c
loaded slash from bots/slash_t.c
loaded cached skill 1.000000 from bots/default_c.c
loaded skill 1 from bots/wrack_c.c
loaded cached skill 4.000000 from bots/default_c.c
loaded skill 4 from bots/wrack_c.c
loaded bots/wrack_i.c
loaded bots/wrack_w.c
loaded wrack from bots/wrack_t.c
loaded cached skill 1.000000 from bots/default_c.c
loaded skill 1 from bots/gorre_c.c
loaded cached skill 4.000000 from bots/default_c.c
loaded skill 4 from bots/gorre_c.c
loaded bots/gorre_i.c
loaded bots/gorre_w.c
loaded gorre from bots/gorre_t.c
loaded cached skill 1.000000 from bots/default_c.c
loaded skill 1 from bots/angel_c.c
loaded cached skill 4.000000 from bots/default_c.c
loaded skill 4 from bots/angel_c.c
loaded bots/angel_i.c
loaded bots/angel_w.c
loaded angel from bots/angel_t.c
RE_Shutdown( 0 )
Destroy Image: name" "ammo_cells"
}
{
"origin" "-384 720 80"
"classname" "ammo_rockets"
}
{
"model" "*1"
"classname" "trigger_hurt"
"dmg" "1000"
"spawnflags" "8"
}
{
"classname" "target_remove_powerups"
"targetname" "t113"
"origin" "-904 824 -88"
}
{
"model" "*2"
"target" "t112"
"classname" "trigger_multiple"
}
{
"origin" "-1648 1160 344"
"spawnflags" "4"
"angle" "360"
"classname" "info_player_deathmatch"
}
{
"origin" "-860 -1428 352"
"classname" "weapon_railgun"
}
{
"origin" "96 944 336"
"classname" "item_armor_combat"
}
{
"classname" "light"
"_color" "1.000000 0.000000 0.000000"
"origin" "-120 408 -56"
"light" "50"
}
{
"origin" "-656 -616 120"
"classname" "ammo_shells"
}
{
"origin" "-568 -1368 360"
"classname" "item_health"
}
{
"origin" "-868 -864 360"
"classname" "item_armor_body"
}
{
"spawnflags" "1"
"origin" "-864 -616 28"
"classname" "ammo_rockets"
}
{
"spawnflags" "1"
"origin" "-864 -376 -48"
"classname" "item_armor_shard"
}
{
"classname" "light"
"light" "200"
"_color" "1.000000 0.000000 0.000000"
"origin" "-864 -1096 -472"
}
{
"classname" "target_position"
"targetname" "t107"
"origin" "-864 -1020 436"
}
{
"classname" "target_position"
"targetname" "t106"
"origin" "-868 -988 -48"
}
{
"model" "*3"
"classname" "trigger_push"
"target" "t106"
}
{
"classname" "light"
"light" "20"
"origin" "-380 32 328"
}
{
"origin" "-864 1592 248"
"light" "50"
"classname" "light"
}
{
"origin" "-861 285 349"
"light" "30"
"classname" "light"
}
{
"classname" "target_position"
"targetname" "t45"
"origin" "-864 844 388"
}
{
"origin" "-868 1052 388"
"targetname" "t44"
"classname" "target_position"
}
{
"model" "*4"
"target" "t44"
"classname" "trigger_push"
}
{
"model" "*5"
"classname" "trigger_push"
"target" "t45"
}
{
"classname" "light"
"light" "5"
"origin" "-1104 932 376"
}
{
"model" "*6"
"target" "t96"
"classname" "trigger_push"
}
{
"targetname" "t96"
"classname" "target_position"
"origin" "-624 740 408"
}
{
"model" "*7"
"classname" "trigger_push"
"target" "t97"
}
{
"origin" "-1104 740 408"
"classname" "target_position"
"targetname" "t97"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 1599 330"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 1599 394"
}
{
"origin" "-736 1599 330"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-736 1599 394"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"origin" "-992 1223 458"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-992 1223 522"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-736 1223 458"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-736 1223 522"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 647 458"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 647 522"
}
{
"origin" "-736 647 458"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-736 647 522"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"classname" "misc_model"
"model" "models/mapobjects/storch/storch2.md3"
"angle" "90"
"origin" "-864 -64 180"
}
{
"classname" "light"
"light" "20"
"_color" "1.000000 0.501961 0.250980"
"origin" "-863 -15 173"
}
{
"classname" "light"
"_color" "0.101820 0.063337 0.015798"
"origin" "-864 -56 232"
}
{
"origin" "-1184 484 212"
"angle" "360"
"model" "models/mapobjects/storch/storch2.md3"
"classname" "misc_model"
}
{
"origin" "-1176 484 264"
"_color" "0.101820 0.063337 0.015798"
"classname" "light"
}
{
"classname" "light"
"light" "30"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-864 843 714"
}
{
"origin" "-8----- Client Shutdown (Received signal 11) -----
----- FS_Startup -----
We are looking in the current search path:
/home/suijingfeng/.q3a/baseq3
/home/suijingfeng/.q3a/baseq3/ztn3dm1.pk3 (10 files)
/home/suijingfeng/.q3a/baseq3/xcsvai.pk3 (146 files)
/home/suijingfeng/.q3a/baseq3/pak8.pk3 (9 files)
/home/suijingfeng/.q3a/baseq3/pak7.pk3 (4 files)
/home/suijingfeng/.q3a/baseq3/pak6.pk3 (64 files)
/home/suijingfeng/.q3a/baseq3/pak5.pk3 (7 files)
/home/suijingfeng/.q3a/baseq3/pak4.pk3 (272 files)
/home/suijingfeng/.q3a/baseq3/pak3.pk3 (4 files)
/home/suijingfeng/.q3a/baseq3/pak2.pk3 (148 files)
/home/suijingfeng/.q3a/baseq3/pak1.pk3 (26 files)
/home/suijingfeng/.q3a/baseq3/pak0.pk3 (3539 files)
/home/suijingfeng/.q3a/baseq3/chronic.pk3 (260 files)
./baseq3


4489 files in pk3 files
RE_Shutdown( 1 )
Destroy Image: name" "ammo_cells"
}
{
"origin" "-384 720 80"
"classname" "ammo_rockets"
}
{
"model" "*1"
"classname" "trigger_hurt"
"dmg" "1000"
"spawnflags" "8"
}
{
"classname" "target_remove_powerups"
"targetname" "t113"
"origin" "-904 824 -88"
}
{
"model" "*2"
"target" "t112"
"classname" "trigger_multiple"
}
{
"origin" "-1648 1160 344"
"spawnflags" "4"
"angle" "360"
"classname" "info_player_deathmatch"
}
{
"origin" "-860 -1428 352"
"classname" "weapon_railgun"
}
{
"origin" "96 944 336"
"classname" "item_armor_combat"
}
{
"classname" "light"
"_color" "1.000000 0.000000 0.000000"
"origin" "-120 408 -56"
"light" "50"
}
{
"origin" "-656 -616 120"
"classname" "ammo_shells"
}
{
"origin" "-568 -1368 360"
"classname" "item_health"
}
{
"origin" "-868 -864 360"
"classname" "item_armor_body"
}
{
"spawnflags" "1"
"origin" "-864 -616 28"
"classname" "ammo_rockets"
}
{
"spawnflags" "1"
"origin" "-864 -376 -48"
"classname" "item_armor_shard"
}
{
"classname" "light"
"light" "200"
"_color" "1.000000 0.000000 0.000000"
"origin" "-864 -1096 -472"
}
{
"classname" "target_position"
"targetname" "t107"
"origin" "-864 -1020 436"
}
{
"classname" "target_position"
"targetname" "t106"
"origin" "-868 -988 -48"
}
{
"model" "*3"
"classname" "trigger_push"
"target" "t106"
}
{
"classname" "light"
"light" "20"
"origin" "-380 32 328"
}
{
"origin" "-864 1592 248"
"light" "50"
"classname" "light"
}
{
"origin" "-861 285 349"
"light" "30"
"classname" "light"
}
{
"classname" "target_position"
"targetname" "t45"
"origin" "-864 844 388"
}
{
"origin" "-868 1052 388"
"targetname" "t44"
"classname" "target_position"
}
{
"model" "*4"
"target" "t44"
"classname" "trigger_push"
}
{
"model" "*5"
"classname" "trigger_push"
"target" "t45"
}
{
"classname" "light"
"light" "5"
"origin" "-1104 932 376"
}
{
"model" "*6"
"target" "t96"
"classname" "trigger_push"
}
{
"targetname" "t96"
"classname" "target_position"
"origin" "-624 740 408"
}
{
"model" "*7"
"classname" "trigger_push"
"target" "t97"
}
{
"origin" "-1104 740 408"
"classname" "target_position"
"targetname" "t97"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 1599 330"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 1599 394"
}
{
"origin" "-736 1599 330"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-736 1599 394"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"origin" "-992 1223 458"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-992 1223 522"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-736 1223 458"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-736 1223 522"
}
{
"classname" "light"
"light" "10"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 647 458"
}
{
"classname" "light"
"light" "200"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-992 647 522"
}
{
"origin" "-736 647 458"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "10"
"classname" "light"
}
{
"origin" "-736 647 522"
"_color" "1.000000 0.756863 0.250980"
"spawnflags" "0"
"light" "200"
"classname" "light"
}
{
"classname" "misc_model"
"model" "models/mapobjects/storch/storch2.md3"
"angle" "90"
"origin" "-864 -64 180"
}
{
"classname" "light"
"light" "20"
"_color" "1.000000 0.501961 0.250980"
"origin" "-863 -15 173"
}
{
"classname" "light"
"_color" "0.101820 0.063337 0.015798"
"origin" "-864 -56 232"
}
{
"origin" "-1184 484 212"
"angle" "360"
"model" "models/mapobjects/storch/storch2.md3"
"classname" "misc_model"
}
{
"origin" "-1176 484 264"
"_color" "0.101820 0.063337 0.015798"
"classname" "light"
}
{
"classname" "light"
"light" "30"
"spawnflags" "0"
"_color" "1.000000 0.756863 0.250980"
"origin" "-864 843 714"
}
{
"origin" "-8Segmentation fault (core dumped)

Complies on macOS (10.14.6 Mojave) - but, Couldn't create a window / could not load Vulkan subsystem

So, I'm trying to get it working under macOS ... it compiles and runs very well with opengl renderer ... but when I switch to

\cl_renderer vulkan
\vid_restart

Here is my crash log:

ioq3 1.36_GIT_70143de7-2020-04-05 macosx-x86_64 Jul  5 2020
SSE instruction set enabled
----- FS_Startup -----
We are looking in the current search path:
/Users/home-dir/Library/Application Support/Quake3/baseq3
./baseq3
./baseq3/xcsv_bq3hi-res.pk3 (1204 files)
./baseq3/pak8.pk3 (9 files)
./baseq3/pak7.pk3 (4 files)
./baseq3/pak6.pk3 (64 files)
./baseq3/pak5.pk3 (7 files)
./baseq3/pak4.pk3 (272 files)
./baseq3/pak3.pk3 (4 files)
./baseq3/pak2.pk3 (148 files)
./baseq3/pak1.pk3 (26 files)
./baseq3/pak0.pk3 (3539 files)

----------------------
5277 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
Trying to load "renderer_vulkan_x86_64.dylib" from "."...
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
 backend state cleared.
--- R_glConfigInit() ---
...Creating window (using SDL2)...
Video is not initialized before, so initial it.
 SDL using driver "cocoa"
...VKimp_SetMode()...
bpp 32	SDL_PIXELFORMAT_ARGB8888	2560 x 1440, refresh_rate: 60Hz
MODE: -2, 2560 x 1440, refresh rate: 60hz
^3 Couldn't create a window
Setting r_mode=-2, r_fullscreen=1 failed, falling back on r_mode=3
...VKimp_SetMode()...
bpp 32	SDL_PIXELFORMAT_ARGB8888	2560 x 1440, refresh_rate: 60Hz
MODE: 3, 640 x 480, refresh rate: 60hz
^3 Couldn't create a window
----- Client Shutdown (Client fatal crashed: VKimp_Init() - could not load Vulkan subsystem) -----
RE_Shutdown( 1 )
tty]Segmentation fault: 11

Hangs on wayland with custom resolution

OpenGL works fine on X11 and Wayland, but after I tried to switch to Vulkan, game just got frozen.
Also in terminal I can see some repeated errors:

Vulkan: error VK_ERROR_DEVICE_LOST returned by qvkQueueSubmit(vk.queue, 1, &submit_info, VK_NULL_HANDLE) 
Vulkan: error VK_ERROR_DEVICE_LOST returned by qvkQueueWaitIdle(vk.queue)

After collecting and comparing the logs I found this:

-------- Create vk.swapchain --------
 Surface capabilities, image_extent.width: 640, image_extent.height: 480
 Swapchain image count: 4
 Create command pool: vk.command_pool 
 Create command buffer: vk.command_buffer 
 Create depth image: vk.depth_image, 1680 x 1050. 
...

I tried changing resolution to 640x480 and it worked.

Here's a part of config that I've changed and which is not working:

seta cl_renderer "vulkan"
seta r_customheight "1680"
seta r_customwidth "1050"
seta r_fullscreen "1"
seta r_mode "-1"

Commandline to launch game with native wayland window: SDL_VIDEODRIVER=wayland quake3

terminal output with 640x480 resolution:
lowres.log

terminal output with custom resolution when game freezes:
custom.log

inxi-SCG.txt

Point Release files are missing

Hi apols bit of a quake3 noob but was just interested in trying the new raspberrypi4 vulkan drivers in Bullseye as Mesa 20.3

I can do the build ok (I think)
Downloaded pak0.pk3 to baseq3

I am running from the build dir /home/pi/vkQuake3/build/release-linux-arm/ioquake3.arm

ioq3 1.36_GIT_ec8089b0-2021-08-28 linux-arm Nov 12 2021
----- FS_Startup -----
We are looking in the current search path:
/home/pi/.q3a/baseq3
./baseq3
./baseq3/pak0.pk3 (3539 files)

----------------------
3539 files in pk3 files
Point Release files are missing. Please re-install the 1.32 point release. Also check that your ioq3 executable is in the correct place and that every file in the "baseq3" directory is present and readable

If one of you would take pity on me would really appreciate it as yeah have googled and confused about 1.32 point release as seems to be x86 from what I can find?

Compiling on aarch64: immintrin.h not found

It exists in clang but isnt used in gcc for ARM. Seems to be a x86 specific file.

[parker@alarm games]$ find /usr/lib -name immintrin.h
/usr/lib/clang/10.0.1/include/immintrin.h
[parker@alarm vkQuake3]$ make -j4                
make[1]: Entering directory '/home/parker/build/vkQuake3'

Building in build/release-linux-aarch64:
  PLATFORM: linux
  ARCH: aarch64
  VERSION: 1.36_GIT_38062bbf-2020-07-07
  COMPILE_PLATFORM: linux
  COMPILE_ARCH: aarch64
  HAVE_VM_COMPILED: 
  PKG_CONFIG: pkg-config
  CC: cc

  CFLAGS:
    -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe -DUSE_ICON -DARCH_STRING="aarch64"
    -DNO_VM_COMPILED -DNO_GZIP -Icode/zlib -DUSE_INTERNAL_JPEG -Icode/jpeg-8c -DUSE_LOCAL_HEADERS
    -DPRODUCT_VERSION="1.36_GIT_38062bbf-2020-07-07" -Wformat=2 -Wno-format-zero-length -Wformat-security
    -Wno-format-nonliteral -Wstrict-aliasing=2 -Wmissing-format-attribute -Wdisabled-optimization
    -Werror-implicit-function-declaration -MMD -DNDEBUG -O3 -ffast-math

  CLIENT_CFLAGS:
    -I/usr/include/SDL2 -D_REENTRANT -DUSE_OPENAL -DUSE_OPENAL_DLOPEN -DUSE_CURL -DUSE_CURL_DLOPEN -DUSE_VOIP
    -DUSE_CODEC_OPUS -DOPUS_BUILD -DHAVE_LRINTF -DFLOATING_POINT -DFLOAT_APPROX -DUSE_ALLOCA -Icode/opus-1.2.1/include
    -Icode/opus-1.2.1/celt -Icode/opus-1.2.1/silk -Icode/opus-1.2.1/silk/float -Icode/opusfile-0.9/include
    -DUSE_CODEC_VORBIS -Icode/libvorbis-1.3.6/include -Icode/libvorbis-1.3.6/lib -Icode/libogg-1.3.3/include
    -DUSE_RENDERER_DLOPEN -DUSE_MUMBLE

  SERVER_CFLAGS:
    -DUSE_VOIP

  LDFLAGS:
    

  LIBS:
    -ldl -lm

  CLIENT_LIBS:
    -pthread -lSDL2 -lrt

  AUTOUPDATER_LIBS:
    -ldl

  Output:
    ioq3ded.aarch64
    ioquake3.aarch64
    renderer_opengl1_aarch64.so
    renderer_opengl2_aarch64.so
    renderer_vulkan_aarch64.so
    baseq3/cgameaarch64.so
    baseq3/qagameaarch64.so
    baseq3/uiaarch64.so
    missionpack/cgameaarch64.so
    missionpack/qagameaarch64.so
    missionpack/uiaarch64.so

make[2]: Entering directory '/home/parker/build/vkQuake3'
LD build/release-linux-aarch64/ioq3ded.aarch64
CC code/client/cl_main.c
CC code/client/cl_net_chan.c
CC code/client/cl_parse.c
CC code/client/cl_scrn.c
CC code/client/cl_ui.c
In file included from code/client/../sys/../SDL2/include/SDL.h:38,
                 from code/client/../sys/sys_loadlib.h:39,
                 from code/client/cl_main.c:28:
code/client/../sys/../SDL2/include/SDL_cpuinfo.h:86:10: fatal error: immintrin.h: No such file or directory
   86 | #include <immintrin.h>
      |          ^~~~~~~~~~~~~
compilation terminated.
make[2]: *** [Makefile:2794: build/release-linux-aarch64/client/cl_main.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: Leaving directory '/home/parker/build/vkQuake3'
make[1]: *** [Makefile:1407: targets] Error 2
make[1]: Leaving directory '/home/parker/build/vkQuake3'
make: *** [Makefile:1323: release] Error 2

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