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Merge pull request #739 from w23/stream-E374
Synchronization stuff started on stream E374

Addresses a bunch of validation synchronization hazards. Not all of them. And the remaining ones require more involved state tracking, a big effort.

Also contains a few minor tweaks:
- stop using SDL_GL functions, silence errors
- increase acceleration structures buffer size -- with recent mesa update BLASes got bigger somewhat (?)
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filesystem engine, filesystem: unify GetNativeObject between all the APIs. Allow getting filesystem APIs through GetNativeObject 2023-10-31 21:25:11 +03:00
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Vulkan plus Ray Tracing (RTX) temporary fork of Xash3D FWGS engine

GitHub Actions Status


  • image
  • This fork adds Vulkan renderer to Xash3D-FWGS engine.
  • This is work-in-progress. It is in early stages and is not ready for unsupervised usage.
  • Vulkan renderer targets two different modes:
    • Traditional rasterizer. It is intended to produce pixel-perfect identical frames to existing GL renderer as possible.
    • Ray tracing. It implements real time path traced global illumination lighting with PBR materials. It will look noticeably different from original game.
  • It is intended to be merged back into upstream/master when it gets mature and stable enough.
  • Ray tracing requires 64-bit build. 32-bit drivers do not expose vulkan ray tracing extensions.
  • For more information, check out the wiki.
  • Page on Mod DB (screenshots, etc).

Current status

  • See issues and project
  • Traditional rasterizer mostly works:
    • Works on Windows and Linux with any Vulkan GPU (and at some point it worked on Raspberry Pi 4 even).
    • It is slower than OpenGL renderer (1. I suck at Vulkan. 2. No visibility culling is performed).
    • Some features are not implemented yet, like decals, dynamic lighting is different and way off, etc.
  • Ray tracer mostly works too, with dynamic GI and stuff.
    • It also requires material remaster (i.e. newer textures for PBR parameters) and missing RAD files for most of the game maps.
    • Works under both Windows and Linux.
    • Works on both AMD and Nvidia GPUs.
    • Works on Steam Deck with interactive framerates.
  • If you feel adventurous, you can follow build instructions. Note that they might be slightly out of date, kek.

Follow development

This project is 99% developed live on stream. I'm not a graphics programmer, and have no idea what I'm doing. I'm essentially learning Vulkan, game engine renderer development, linear algebra, and ray tracing techniques while getting hands dirty with this. This is all for your amusement.

You can watch me making a fool of myself publicly here:

Regular upstream Xash3D README.md follows.

Xash3D FWGS Engine Xash3D FWGS icon

GitHub Actions Status FreeBSD Build Status Discord Server
Download Stable Download Testing

Xash3D FWGS is a game engine, aimed to provide compatibility with Half-Life Engine and extend it, as well as to give game developers well known workflow.

Xash3D FWGS is a heavily modified fork of an original Xash3D Engine by Unkle Mike.


Donate to FWGS button
If you like Xash3D FWGS, consider supporting individual engine maintainers. By supporting us, you help to continue developing this game engine further. The sponsorship links are available in documentation.

Fork features

  • Steam Half-Life (HLSDK 2.4) support.
  • Crossplatform and modern compilers support: supports Windows, Linux, BSD & Android on x86 & ARM and many more.
  • Better multiplayer support: multiple master servers, headless dedicated server, voice chat and IPv6 support.
  • Multiple renderers support: OpenGL, GLESv1, GLESv2 and Software.
  • Advanced virtual filesystem: .pk3 and .pk3dir support, compatibility with GoldSrc FS module, fast case-insensitivity emulation for crossplatform.
  • Mobility API: better game integration on mobile devices (vibration, touch controls)
  • Different input methods: touch and gamepad in addition to mouse & keyboard.
  • TrueType font rendering, as a part of mainui_cpp.
  • External VGUI support module.
  • PNG & KTX2 image format support.
  • A set of small improvements, without broken compatibility.

Installation & Running

  1. Get Xash3D FWGS binaries: you can use testing build or you can compile engine from source code.
  2. Copy engine binaries to some directory.
  3. Copy valve directory from Half-Life to directory with engine binaries. If your CPU is NOT x86 compatible or you're running 64-bit version of the engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course. You still needed to copy valve directory as all game resources located there.
  4. Run the main executable (xash3d.exe or AppImage).

For additional info, run Xash3D with -help command line key.


  • Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html
  • Issues are accepted in both English and Russian
  • Before sending a PR, check if you followed our contribution guide in CONTRIBUTING.md file.

Build instructions

We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/

NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!


If your CPU is x86 compatible, we are building 32-bit code by default. This was done to maintain compatibility with Steam releases of Half-Life and based on it's engine games. Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!

If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course.

Windows (Visual Studio)

  • Install Visual Studio.
  • Install latest Python OR run cinst python.install if you have Chocolatey.
  • Install latest Git OR run cinst git.install if you have Chocolatey.
  • Download SDL2 development package for Visual Studio.
  • Clone this repository: git clone --recursive https://github.com/FWGS/xash3d-fwgs.
  • Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.


  • Enable i386 on your system, if you're compiling 32-bit engine on amd64. If not, skip this

$ sudo dpkg --add-architecture i386

  • Install development tools
    • For 32-bit engine on amd64:
      $ sudo apt install build-essential gcc-multilib g++-multilib python libsdl2-dev:i386 libfontconfig-dev:i386 libfreetype6-dev:i386
    • For everything else:
      $ sudo apt install build-essential python libsdl2-dev libfontconfig-dev libfreetype6-dev
  • Clone this repostory: $ git clone --recursive https://github.com/FWGS/xash3d-fwgs


Windows (Visual Studio)

  1. Open command line
  2. Navigate to xash3d-fwgs directory.
  3. Carefully examine which build options are available: waf --help
  4. Configure build: waf configure -T release --sdl2=c:/path/to/SDL2
  5. Compile: waf build
  6. Install: waf install --destdir=c:/path/to/any/output/directory


If compiling 32-bit on amd64, you may need to supply export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig prior to running configure.

  1. Examine which build options are available: ./waf --help
  2. Configure build: ./waf configure -T release (You need to pass -8 to compile 64-bit engine on 64-bit x86 processor)
  3. Compile: ./waf build
  4. Install(optional): ./waf install --destdir=/path/to/any/output/directory