Usnul
August 28, 2026, 7:06pm
1
Quake3 port to WebGPU
global illumination ( Volumetric sh3 light map )
modern physics
acoustic simulation
decals
particle effects
clustered lighting (326 lights here)
PBR materials (NN-based delighting)
repo: GitHub - Usnul/queep-3-arena: Quake III arena in meep engine · GitHub
This was conceived as a test run for new version of meep , so it’s closer to a spiritual port rather than a direct 1:1 implementation.
5 Likes
Impressive (as always), @Usnul . Kudos for the honesty of your comprehensive engineering report . I don’t think I know anyone else who would go to those lengths of documenting to this level of detail. You’re an inspiration.
1 Like
dubois
August 31, 2026, 1:24pm
4
Just don’t look at reddit
2 Likes
@dubois I just saw it. Sad. Everyone missed the point. I suppose Quake is so beloved that anything to do with it triggers intense emotional biases.
2 Likes
Usnul
August 31, 2026, 3:10pm
6
For context:
here’s a sampling
It’s pretty funny, in a sad sort of way
1 Like
dubois
August 31, 2026, 3:10pm
7
Yeah, out of all the stuff that was posted there this year, this would be the last one they should dunk on.
2 Likes
mrdoob
September 3, 2026, 10:57am
9
Been there, done that (with Quake 1 back in January).
Reddit reacted the same way, ended up deleting the posts months later
3 Likes
Usnul
September 3, 2026, 7:55pm
10
Got a link? Curious to see how you’d go about it
mrdoob
September 15, 2026, 6:33am
11
5 Likes
Usnul
September 17, 2026, 4:32pm
12
So I tried that
Used 2 maps from ZungryWare
The video appears pretty janky
I can only pinky-promise that it runs smoothly
Enemy models, pickups and the weapons are all by Astra with a bit of refinement.
Audio effects with stable audio small sfx local model
Been a fun little experiment. Most of the map porting work was back-ported from the Quake3 work earlier
1 Like