Note: This project is abandoned; all my engine dev effort is now focused on Elegy Engine.
BUREKTech, BT for short, is a work-in-progress fork of RBDoom3, that will bring to the table some nice little things for people like me - who aren't happy with popular modern engines - but wanna make games nevertheless.
RBDOOM-3-BFG Readme - https://github.com/RobertBeckebans/RBDOOM-3-BFG
BUREKTech 1 started off as a fork of ioquake3, which I used to make a game demo for a local gamedev competition in 2021. Then I realised, hold on a second, I wanna implement features which are already in idTech 4, for example a GUI system like in idTech 4.
Thus, BUREKTech 2 was born. The first feature it got was a separate weapon FOV.
Some notable planned changes include:
- vegetation
- dynamic music
- full TrenchBroom support, assuming a TrenchBroom fork that supports MD5 models etc.
- a smoother workflow for animated models
- new entities for mappers
- native AI and weapons, as opposed to DoomScript
- RmlUI, an HTML/CSS-based UI solution to replace Flash/SWF
Read the plans for some more details.