Top Related Projects
Half-Life 1 engine based games
The 2013 edition of the Source SDK
Quake III Arena GPL Source Release
The ioquake3 community effort to continue supporting/developing id's Quake III Arena
Quick Overview
Xash3d FWGS is an open-source game engine, primarily designed to run Half-Life 1 and its mods. It aims to be a more portable and modern alternative to the original GoldSrc engine, while maintaining compatibility with existing Half-Life content.
Pros
- Cross-platform compatibility (Windows, Linux, Android, and more)
- Improved performance and bug fixes compared to the original engine
- Support for modern features like widescreen resolutions and touchscreen controls
- Active community and ongoing development
Cons
- Some mods may have compatibility issues or require additional tweaks
- Documentation can be sparse or outdated in some areas
- Potential legal concerns due to reverse-engineering of proprietary code
- Learning curve for developers unfamiliar with the GoldSrc engine architecture
Getting Started
To get started with Xash3d FWGS:
-
Clone the repository:
git clone https://github.com/FWGS/xash3d-fwgs.git
-
Install dependencies (varies by platform, check documentation)
-
Build the engine:
cd xash3d-fwgs mkdir build && cd build cmake .. make
-
Copy the Half-Life game data to the appropriate directory
-
Run the engine:
./xash3d
For more detailed instructions and platform-specific guides, refer to the project's documentation and wiki on GitHub.
Competitor Comparisons
Half-Life 1 engine based games
Pros of halflife
- Official Valve repository, providing authentic source code
- Includes original game assets and resources
- Better documentation and support from Valve
Cons of halflife
- Less actively maintained compared to xash3d-fwgs
- Limited cross-platform support
- Fewer community-driven improvements and optimizations
Code Comparison
xash3d-fwgs:
void Host_Frame( float time )
{
Host_InputFrame();
Host_ClientFrame();
Host_ServerFrame();
}
halflife:
void Host_Frame( float time )
{
if( !Host_FilterTime( time ) )
return;
Host_ServerFrame();
Host_ClientFrame();
}
The xash3d-fwgs implementation includes an additional Host_InputFrame()
call, potentially offering more responsive input handling. The halflife version includes a time filtering mechanism, which may help control frame rates more precisely.
The 2013 edition of the Source SDK
Pros of source-sdk-2013
- Official Valve SDK, providing authentic Source engine experience
- Extensive documentation and community support
- More feature-rich, including advanced rendering and physics capabilities
Cons of source-sdk-2013
- Limited platform support (primarily Windows)
- Larger codebase, potentially more complex for beginners
- Less frequent updates and maintenance
Code Comparison
source-sdk-2013:
class CBaseEntity : public IServerEntity
{
public:
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
xash3d-fwgs:
typedef struct edict_s
{
qboolean free;
int serialnumber;
link_t area;
int headnode;
int num_leafs;
short leafnums[MAX_ENT_LEAFS];
float freetime;
void *pvPrivateData;
entvars_t v;
} edict_t;
The code snippets show different approaches to entity handling. source-sdk-2013 uses a C++ class-based system, while xash3d-fwgs employs a C-style struct, reflecting their different design philosophies and language choices.
Quake III Arena GPL Source Release
Pros of Quake-III-Arena
- Original, iconic game engine with a rich history and legacy
- Extensive documentation and community resources available
- Well-optimized for its time, with efficient rendering techniques
Cons of Quake-III-Arena
- Older codebase, potentially less compatible with modern systems
- Limited cross-platform support compared to xash3d-fwgs
- Less active development and maintenance
Code Comparison
Quake-III-Arena (game initialization):
void G_InitGame( int levelTime, int randomSeed, int restart ) {
G_Printf ("------- Game Initialization -------\n");
G_Printf ("gamename: %s\n", GAMEVERSION);
G_Printf ("gamedate: %s\n", __DATE__);
// ...
}
xash3d-fwgs (engine initialization):
void Host_InitEngine( void )
{
Con_Init(); // initialize the console
Cmd_Init(); // initialize the command system
Cvar_Init(); // initialize the cvar system
// ...
}
Both repositories showcase different approaches to game engine architecture, with Quake-III-Arena focusing on the game-specific initialization, while xash3d-fwgs demonstrates a more modular engine structure.
The ioquake3 community effort to continue supporting/developing id's Quake III Arena
Pros of ioq3
- More active development with frequent updates and contributions
- Broader platform support, including mobile devices
- Extensive documentation and community resources
Cons of ioq3
- Limited to Quake 3 engine, less flexibility for other games
- Steeper learning curve for newcomers to the codebase
Code Comparison
ioq3:
void CL_Frame( int msec ) {
if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
&& !com_sv_running->integer && uivm ) {
// if disconnected, bring up the menu
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
}
// ...
}
xash3d-fwgs:
void Host_Frame( float time )
{
if( !Host_IsValidGame()) return;
Host_InputFrame ();
Host_ClientFrame ();
Host_ServerFrame ();
Host_NetworkFrame ();
Host_InputFrame ();
// ...
}
Both projects use a main frame function to handle game logic, but xash3d-fwgs appears to have a more modular approach with separate functions for different aspects of the game loop.
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Xash3D FWGS Engine
Xash3D (pronounced [ksÉÊ]
) FWGS is a game engine, aimed to provide compatibility with Half-Life Engine and extend it, as well as to give game developers well known workflow.
Xash3D FWGS is a heavily modified fork of an original Xash3D Engine by Unkle Mike.
Donate
If you like Xash3D FWGS, consider supporting individual engine maintainers. By supporting us, you help to continue developing this game engine further. The sponsorship links are available in documentation.
Fork features
- Steam Half-Life (HLSDK 2.4) support.
- Crossplatform and modern compilers support: supports Windows, Linux, BSD & Android on x86 & ARM and many more.
- Better multiplayer support: multiple master servers, headless dedicated server, voice chat and IPv6 support.
- Multiple renderers support: OpenGL, GLESv1, GLESv2 and Software.
- Advanced virtual filesystem:
.pk3
and.pk3dir
support, compatibility with GoldSrc FS module, fast case-insensitivity emulation for crossplatform. - Mobility API: better game integration on mobile devices (vibration, touch controls)
- Different input methods: touch and gamepad in addition to mouse & keyboard.
- TrueType font rendering, as a part of mainui_cpp.
- External VGUI support module.
- PNG & KTX2 image format support.
- A set of small improvements, without broken compatibility.
Installation & Running
- Get Xash3D FWGS binaries: you can use testing build or you can compile engine from source code.
- Copy engine binaries to some directory.
- Copy
valve
directory from Half-Life to directory with engine binaries. If your CPU is NOT x86 compatible or you're running 64-bit version of the engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods. You still needed to copyvalve
directory as all game resources located there. - Run the main executable (
xash3d.exe
or AppImage).
For additional info, run Xash3D with -help
command line key.
Contributing
- Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html
- Issues are accepted in both English and Russian
- Before sending a PR, check if you followed our contribution guide in CONTRIBUTING.md file.
Build instructions
We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/
NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!
Prerequisites
If your CPU is x86 compatible and you're on Windows or Linux, we are building 32-bit code by default. This was done to maintain compatibility with Steam releases of Half-Life and based on it's engine games. Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!
If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods.
Windows (Visual Studio)
- Install Visual Studio.
- Install latest Python OR run
cinst python.install
if you have Chocolatey. - Install latest Git OR run
cinst git.install
if you have Chocolatey. - Download SDL2 development package for Visual Studio.
- Clone this repository:
git clone --recursive https://github.com/FWGS/xash3d-fwgs
. - Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.
GNU/Linux
Debian/Ubuntu
- Enable i386 on your system, if you're compiling 32-bit engine on amd64. If not, skip this
$ sudo dpkg --add-architecture i386
- Install development tools
- For 32-bit engine on amd64:
$ sudo apt install build-essential gcc-multilib g++-multilib python libsdl2-dev:i386 libfontconfig-dev:i386 libfreetype6-dev:i386
- For everything else:
$ sudo apt install build-essential python libsdl2-dev libfontconfig-dev libfreetype6-dev
- For 32-bit engine on amd64:
- Clone this repostory:
$ git clone --recursive https://github.com/FWGS/xash3d-fwgs
Building
Windows (Visual Studio)
- Open command line
- Navigate to
xash3d-fwgs
directory. - Carefully examine which build options are available:
waf --help
- Configure build:
waf configure -T release --sdl2=c:/path/to/SDL2
- Compile:
waf build
- Install:
waf install --destdir=c:/path/to/any/output/directory
Linux
If compiling 32-bit on amd64, you may need to supply export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig
prior to running configure.
- Examine which build options are available:
./waf --help
- Configure build:
./waf configure -T release
(You need to pass-8
to compile 64-bit engine on 64-bit x86 processor) - Compile:
./waf build
- Install(optional):
./waf install --destdir=/path/to/any/output/directory
Top Related Projects
Half-Life 1 engine based games
The 2013 edition of the Source SDK
Quake III Arena GPL Source Release
The ioquake3 community effort to continue supporting/developing id's Quake III Arena
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