- This fork adds Vulkan renderer to Xash3D-FWGS engine.
- This is work-in-progress. It is in very 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.
- It primarily focuses Half-Life 1 game. Mods compatibility is not being considered at this time. This may change with maturity of the new renderer.
- 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: most of blending modes, some studio models features, sprites, beams, decals, tri api, etc)
- Ray tracer mostly works too, with dynamic GI and stuff.
- It misses roughly the same set of features as traditional rasterizer (code is the same for the most part).
- It also requires material remaster (i.e. newer textures for PBR parameters) and missing RAD files for most of the game maps. Work on these haven't been started yet.
- Works under both Windows and Linux.
- Works on both AMD and Nvidia GPUs.
- If you feel adventurous, you can follow [build instructions](https://github.com/w23/xash3d-fwgs/wiki/64-bit-build-on-Windows). Note that they might be slightly out of date, kek.
This project is 99.999% developed live on stream. I'm not a graphcis 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.
0) Get Xash3D binaries: you can use [testing](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous) build or you can compile engine from source code.
As alternative, you can compile [hlsdk-xash3d](https://github.com/FWGS/hlsdk-xash3d) instead of using official Valve game binaries, but you still needed to copy `valve` directory as all game resources located in there.
* 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
* Download [SDL2](https://libsdl.org/download-2.0.php) 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.
We have forced Waf to throw an error, if you're trying to build 64-bit engine. This was done for keeping compatibility with Steam releases of Half-Life and based on it's engine games.