Quake 3 in WebGPU

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.

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Did more work

  • higher fidelity audio simulation
  • added volumetric lighting
  • made various UI improvements
  • reworked lighting a bit, it was overexposed
  • fixed a bunch of FX and material issues
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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.

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Just don’t look at reddit :frowning:

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@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.

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For context:

here’s a sampling



It’s pretty funny, in a sad sort of way

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Yeah, out of all the stuff that was posted there this year, this would be the last one they should dunk on.

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Been there, done that (with Quake 1 back in January).

Reddit reacted the same way, ended up deleting the posts months later :melting_face:

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Got a link? Curious to see how you’d go about it

https://x.com/mrdoob/status/2015076521531355583

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So I tried that

Used 2 maps from ZungryWare

The video appears pretty janky :sweat_smile:

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

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