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Main Features

Fully integrated per pixel lighting and shadowing technology (diffuse, normalmapping, specular lighting, with shadowmaps or shadow volumes supported), lightmapping and deluxemapping (directional shading for lightmaps, supporting full normalmap and specular features), and a variety of material effects fully integrated in one shader system that deals with all situations.
Variety of file formats supported (Quake1 and Quake3 file formats, skeletal models, various image formats, ogg vorbis support on all sound effects, and more).
Game logic scripting in QuakeC programming language.
Advanced networking designed to scale from dialup to broadband, with automatic distance-based prioritization for optimal close-range gameplay in a densely populated world.
Realistic global fog feature with height limit for seamless blending with sky.
ODE physics engine integration.
Per-polygon collision detection optimized for large static meshes, as well as Quake brush technology.
Background music support with sequential and random playlists and playlist switching (with resume), in ogg vorbis or wav format.
CD audio support.

Model formats

Quake MDL, Quake2 MD2, Quake3 MD3, DarkPlaces DPM (converters from SMD and MD5), DarkPlaces/Cube2 IQM (Blender exporter available, SMD converter available), UnrealEngine PSK, Wavefront OBJ, Quake1 BSP, Quake3 BSP.

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So with Doom's e1m1 speedrun record being broken a few months ago after 20 years of holding up I felt inspired to use speedrunning to show off the in development version of Doombringer's first map.

Doombringer update stream - Showing what has been done

Doombringer update stream - Showing what has been done

Doombringer

Doombringer had it's first Youtube stream where we showed off the in game progress that has been done during the past year of development.

Progressing the game into Single player mode

Progressing the game into Single player mode

Doombringer

Aside from a few screenshots here and there on Twitter, this year has been rather quiet from Doombringer's development information. There were a slight...

Tournaments - EU cup #2 with Jehar of Tastyspleen.TV

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Last weekend Doombringer EU cup #2 was played out and there were a lot of really close games. A lot of gratitude towards anyone and everyone who came...

Doombringer v 0.17 Alpha released

Doombringer v 0.17 Alpha released

Doombringer

This update brings us closer to making single player maps with basic monsters in the game and rudimentary support for Q1 and Q3 maps.

Add game Games
Doombringer

Doombringer

First Person Shooter

Doombringer is a first person action game predominantly inspired by old school shooters like Quake 1, Quake 3 and Doom.

ChaosEsque:Anthology

ChaosEsque:Anthology

First Person Shooter

A standalone game based on Xonotic which included extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player...

Let it Grow

Let it Grow

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The Mansion-182

The Mansion-182

First Person Shooter

You have to survive on this haunted mansion and kill all the ghosts that want to take your soul, in the best arcade retro way.

SUPERQOT

SUPERQOT

First Person Shooter

1996 called and asked for SUPERHOT. We delivered! SUPERQOT is an unholy concoction of the following bits and pieces: QUAKE by id Software, DARKPLACES...

Just Shoot Fury

Just Shoot Fury

First Person Shooter

Just Shoot Fury is a fast paced arena instagib shooter

Dark Revelations - Katharsis

Dark Revelations - Katharsis

Stealth

Katharsis is a first person gothic novel game with Stealth and RPG elements, based on the DarkPlaces engine.

RetroBlazer

RetroBlazer

First Person Shooter

RetroBlazer features elements prevalent in 2D games with a focus on classic running-and-gunning gameplay. You are challenged by a wide variety of enemies...

Diver

Diver

First Person Shooter

Take a plunge beneath the surface to discover a wondorous underwater world. Hunt fish and collect loot while avoiding predators and other dangers. Think...

Decompositions

Decompositions

Adventure

This is a project where I share experience. It's not really for players but for DarkPlaces developers mostly.

Comments  (0 - 10 of 31)
grabeskuehle
grabeskuehle

Darkplaces is for some years now using OpenGL 2.3 as it's main renderpath, which works fine, it just throws up some questions for me:

Could the renderer perform faster on a newer API like OGL 3.2 or Vulkan?
What are the downsides if it would get ported over to an newer API?

Are screenspace effects like depth of field or godrays doable with the current implementation?

For the latter reshade could be used, but it seems rather incompatible for now.

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Guest
Guest

As of this summer, DP has moved to OGL3

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President_Bagel
President_Bagel

DarkPlaces is an incredible engine, but there's still a lot of compatibility bugs (especially with Scourge of Armagon) that need ironing out. I hope there will be another release of DarkPlaces at some point.

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mckaygerhard
mckaygerhard

the best id tech engine ever are gpl (open source code and free access to the work and changes), most commercial engines does not have the quality of the free software mades.. i love linux benefits

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Impossible_Man
Impossible_Man

where the download link??!

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DepravedDiptera
DepravedDiptera

Icculus.org

Don't download from the site, that version was last updated 2014. These are the most recent.

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DannyDoesThings
DannyDoesThings

what happened to the games?

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grabeskuehle
grabeskuehle

Best IdTech based engine ever, imo :D

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Zimica
Zimica

What does GPL mean ? I can use it but give it credit ? I don't understand

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AaronGlazer
AaronGlazer

You can use it but if you distribute it, you must make it open source. It allows you to sell it commercially but open source and commercial products aren't really compatible.

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Argoon
Argoon

AsronGlazer what you said is wrong GPL is totally compatible with commercial products, GPL only demands this, that you give access for free to the original engine source code and any modifications you do to it, if you don't modify the engine then you just need to give access to the original source code. GPL DO NOT demands you to release for free any of your ingame script code, models, textures, sounds, etc, etc, all assets of the game belong to you and you can lock them if you want, also any custom tools that you make to be able to use the engine source are also yours and you can decide to not release them.

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AaronGlazer
AaronGlazer

That's exactly what I meant.

> that you give access for free to the original engine source code and any modifications you do to it

Exactly. Any modifications you make must be made open source. And modifications are necessary because you'd have to modify the engine to make it load all of your assets and whatnot.

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Argoon
Argoon

You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.

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Highest Rated (2 agree) 10/10

Engine of choice if you still dabble in quake one. What can it do? Ton of visual effects & rendering magic. It CAN load Quake 3 maps! Yes, quake 3. All shaders arent supported, but this is one heck of an achievement. Also loads half-life maps. Super customize quake-c code - create console vars on the fly, detect map information like texture names - there is a massive extension list in dpextensions.qc. Colored lighting for your maps. Dynamic lighting. This list goes on. Open source, so you could…

Aug 25 2011 by numbersix

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