Software > Applications and Porting
[GAMES] Quake 3 source port with Vulkan renderer (vkQuake3)
tle:
Btw, for Fedorans out there, the quake3 has been broken and so-out-date, I hope my PR https://src.fedoraproject.org/rpms/quake3/pull-request/2 would be reviewed and merged before Fedora 42 is out.
ClassicHasClass:
I'm happy to advise, but I can't really do much coding for it. I'm still committed to maintaining the Firefox JIT (in at least the current state) and the DOSBox JIT and my actual coding time in front of the Talos II is increasingly limited.
That said, https://github.com/ioquake/ioq3/blob/main/code/qcommon/vm_powerpc.c looks like where you'd need to do most of the work to get ppc64le to work. ppc64 is a supported target, so you'd need to audit this for endianness and write ppc64le-specific code paths for those sections that assume big endian. That may be sufficient to get it off the ground.
tle:
https://github.com/ioquake/ioq3/pull/860 for supporting LE
@ClassicHasClass @power9mm could you please help review the PR for me? Many thanks
power9mm:
--- Quote from: tle on February 09, 2026, 05:46:33 am ---https://github.com/ioquake/ioq3/pull/860 for supporting LE
@ClassicHasClass @power9mm could you please help review the PR for me? Many thanks
--- End quote ---
Yeah I saw the update, I currently don't own a power system at the moment to try it out. Waiting on the new systems to roll out for now. I would try the CPMA mod as that was having bad performance (and its one of the only active mods for quake 3)
edit: saw it was ioquake3... the main dev is.. eccentric to put it lightly. Eager to try the quake3e commit though. Thanks for that.
ClassicHasClass:
I haven't had a chance to try it yet, but I don't see anything obviously wrong with your code.
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