A collection of idTech engine runtime libraries enabling DOOM III, Quake 4, Prey (2006), and over 20 other classic games and mods to run on Android, Windows, and Linux.
idTech4A++ is a runtime library collection that ports idTech engine games to Android, Windows, and Linux. It enables classic titles like DOOM III, Quake 4, and Prey (2006) to run on modern platforms with enhanced graphics features such as multi-threading, soft shadows, and global illumination. The project solves the problem of playing these older games on contemporary hardware, especially mobile devices.
Retro gaming enthusiasts, modders, and developers interested in running or porting classic idTech-based games to Android and other platforms. It's also for players seeking to experience these games with modern graphical enhancements.
Developers choose idTech4A++ for its extensive compatibility with over 20 games and mods, advanced rendering features like multi-threading and shadow-mapping, and the ability to self-host and customize gameplay through mods and SDKs. It's a comprehensive, open-source alternative to official ports.
DOOM III/Quake 4/Prey(2006) GLES on Android/Windows/Linux, DOOM 3 BFG/The Dark Mod/RTCW/Quake 1 2 3/GZDOOM/ETW/RealRTCW/OpenJK/SeriousSam/Skin Deep/Quadrilateral Cowboy/Icarus Starship Command Simulator on Android
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Supports over 20 idTech-based games and mods, including DOOM 3 BFG, Quake series, and The Dark Mod, with a detailed table listing versions and standalone folders.
Implements multi-threading, soft shadows, global illumination, and supports OpenGL ES 2.0/3.0 and Vulkan, upgrading classic graphics for modern hardware.
Runs on Android (4.4+), Windows, and Linux for ARM and x64 architectures, with automated CI builds for testing versions.
Includes SDKs for DOOM 3, Quake 4, and Prey, plus built-in mods like bot support, full-body awareness, and player flashlights, detailed in configuration examples.
The README warns of bugs in Quake 4 and Prey (2006), such as incorrect collisions and non-functional GUIs, requiring workarounds like noclip or config edits.
Building from source involves over 20 engine macros and dependencies like SDL2, ALSA, and X11, with platform-specific scripts that can be daunting for non-experts.
Requires users to separately obtain PC game data files, which adds legal and logistical barriers, and lacks integrated asset management or easy installation.