RBDOOM-3-BFG
zelda3
RBDOOM-3-BFG | zelda3 | |
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15 | 64 | |
1,364 | 4,111 | |
- | - | |
9.2 | 4.9 | |
3 days ago | 4 months ago | |
C++ | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RBDOOM-3-BFG
- 1+ Years of Unemployment Lately, What To Do Next?
- DX12/Vulkan Doom 3 port with Blender maps
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
RBDoom3bfg, same thing, but for the BFG edition.
- C++: idtech 4.5 math library
- RBDOOM3-BFG 1.5.0 released: replaces OpenGL with DX12 and Vulkan using NVRHI API
- Rbdoom3, open source fork of Doom 3 BFG, ported to DX 12 and Vulkan via NVRHI
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id Software consolidates its Steam listings. "We’re rounding up id games on Steam for an improved shopping experience."
On the other hand BFG edition supports 120Hz rendering and has some great gamepad support. However the "shoulder lamp" and some tweaked brighter lighting destroys the game's atmosphere IMO while some textures and lights appear worse. I'd still recommend it if you liked the original game, but perhaps also play it with RBDoomBFG and its GI datapak - it introduced PBR shaders and changes the lighting considerably, but the game wasn't designed for that so i'd recommend it only for a second playthrough (you can disable most of the effects but even then it still looks off). The official BFG edition is closer to the original Doom 3 but still has its own issues so unless you want 120Hz rendering and/or gamepad support, i'd still recommend the original (with Dhewm3). Also note that the original BFG edition doesn't allow you to skip cutscenes which is annoying for a second playthrough.
BFG has better out of the box support, but both versions are open source and as such the community has made source ports for both of them to the point they are essentially equivalent and you only pick the one with the features you want the most, last time I played was using BFG because RBDOOM3 added support for PBR so the game isn't so absurdly dark but your mileage may vary and may prefer dhewm3's more faithful experience using the original release
- Id Tech 4 being ported to Nvidia's NVRHI
- Doom 3: BFG Edition lutris installers have very old RBDOOM-3-BFG version
zelda3
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Lessons from Open-Source Game Projects
Zelda3 - Zelda 3 clone. C, SDL2
- The Legend of Zelda A Link to the Past PC Port
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Did someone say we are all playing Zelda??
here’s the GitHub link to it. there is also a native PC port of Ocarina of time called ship of harkinian. I highly recommend playing these games in their native pc ports for a more modern way with some QoL changes.
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PC Ports, Decompilations, Remakes, Demakes, Fan Games, Conversion Mods, Texture Packs!
The Legend of Zelda A Link To The Past Decompilation: https://github.com/snesrev/zelda3
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zelda link to past port
Have you tried to follow the instructions from the Zelda3 official GitHub page?.
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I asked for Tears of the Kingdom; they sold out, so I got the next best thing.
I recently imported US version so I can have a legal rom for the PC port. Highly recommend, runs awesome, with widescreen support etc.
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how exactly does the mixture of reverse enginiring and porting games work?
i have looked into reverse engiring games from things like the legend of zelda project of RE games. i came across the port of ALTTP which is here: https://github.com/snesrev/zelda3. im intrested in both learning how games work and more importantly porting them into a more readable langauges. I havent started learning anything as i want to understand the fundamentals and the back bones into creating a port. While i started on looking into programming langauges i found actually picking one diffecult. They all seem to have diffrent use cases but i want one that is easy to start off with, i was thinking of either c# or c++, even after picking a code language to settle on, with a port of older games, how does a game engine come into play? iv seen people talking about unity or unreal, but im a little confused on that. can i create a game entirly without a game engine? is porting a game without an engine a good idea? it says the ALTTP was made in c but does it use a game engine or not?
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Best route to play Zelda GB games?
An amazing version right now would be the unofficial PC port based on a decompilation of the actual SNES game. It has a bunch of additional features like widescreen and MSU support.
- What do you guys play? Since I received my deck in the mail, I have found myself increasingly more interested in pixel games and top-down style games. Any suggestions on really good battery friendly games?
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First time playing A Link To The Past and wow it’s amazing!
Let's not forget this, either: https://github.com/snesrev/zelda3
What are some alternatives?
DOOM-3-BFG - Doom 3 BFG Edition
xenia - Non-maintained mousehook/stfs & other hacks branch, check https://github.com/marinesciencedude/xenia-canary-mousehook for more up-to-date version.
dhewm3 - dhewm 3 main repository
Zelda-3-Launcher - An all-purpose GUI tool to download, extract, compile, and launch Zelda 3 on PC.
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
keeperfx - Open source remake and Fan Expansion of Dungeon Keeper.
actions-per-minute-tracker - An Actions-Per-Minute Tracker (APM) to provide insights into your APM while you play
cartreader - A shield for the Arduino Mega that can back up video game cartridges.
DarkRadiant - DarkRadiant is the map editor for The Dark Mod and other idTech4/Doom3-based games
pokeruby - Decompilation of Pokémon Ruby/Sapphire
DOOM-3-BFG-VR - Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support
Mario-Kart-64-HD - MK64HD :) [GET https://api.github.com/repos/AndratVA/Mario-Kart-64-HD: 403 - Repository access blocked]