A Doom 3 BFG Edition source port with modern DX12/Vulkan renderer, PBR, global illumination, and enhanced modding support.
RBDOOM-3-BFG is an open-source source port of Doom 3 BFG Edition that modernizes the original id Tech 4 engine with contemporary graphics APIs, rendering techniques, and development tools. It solves the problem of aging engine technology by adding DX12/Vulkan support, physically-based rendering, global illumination, and a streamlined modding workflow, making it viable for both enhanced gameplay and new project development.
Game developers, modders, and graphics programmers interested in exploring or extending a classic game engine with modern features. It's particularly suited for those creating Doom 3 mods, learning engine architecture, or experimenting with advanced rendering techniques in a lightweight, open-source codebase.
Developers choose RBDOOM-3-BFG for its extensive modernization of a proven engine, offering a unique blend of performance optimizations, cutting-edge graphics, and robust modding support without the bloat of larger commercial engines. Its clean, GPL-licensed code and active community make it an attractive foundation for custom projects and technical experimentation.
Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
Open-Awesome is built by the community, for the community. Submit a project, suggest an awesome list, or help improve the catalog on GitHub.
Adds DX12 and Vulkan support via NVIDIA's NVRHI, providing improved performance and compatibility on contemporary hardware, as highlighted in the gaming/graphics features.
Implements GGX Cook-Torrence PBR workflow, enabling consistent asset rendering from tools like Blender and Substance with new material keywords like basecolormap and rmaomap.
Introduces irradiance volumes and image-based lighting to fix dark areas, with automatic baking commands (e.g., bakeLightGrids) for realistic indirect lighting, detailed in the renderer section.
Supports TrenchBroom for level editing, glTF2/OBJ model import, and a reworked virtual filesystem, streamlining content creation as described in the modding support section.
Building requires multiple dependencies like Visual Studio, CMake, Vulkan SDK, and optional FFmpeg, with platform-specific steps that can be daunting, as seen in the detailed compiling instructions.
Currently only supports Roughness/Metallic PBR, with specialized paths for skin, clothes, and vegetation planned for future releases, restricting immediate artistic flexibility per the renderer features.
As a port of an older engine, the community is smaller than mainstream alternatives, and support is primarily Discord-based, with no official hand-holding, noted in the FAQ about commercial use.