

In terms of mechanics, the gameplay in Quake III: Arena does not differ significantly from what was offered in the multiplayer mode in previous installments of the series. In the game, we play as the greatest warriors of all time, who, to the delight of the Vadrigar race, compete with each other in specially designed arenas. The game was released in 1999 on personal computers (Windows, Linux and Macintosh), and a year later it was also converted for the SEGA Dreamcast console.ĭue to the specifics of the production, the story of Quake III: Arena was only delicately outlined. Developers from id Software studio decided to depart from the previous gameplay formula and focus entirely on multiplayer mode. You're going to need the artwork/content from the game because it is not redistributable.Quake III: Arena is the third full-fledged installment of the popular FPS shooter series, which revolutionized and changed the face of the genre forever. To test this modified engine just place the binary in your game's folder to frag all day long!Įnsure you have a copy of Quake 3 Arena installed on your PC. The edge effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures. To produce the cell shading effect there is no use of graphics card shaders, so the implementation can run with almost any gfx card. To increase the hand-painted effect they decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance.

Kuwahara filter is a noise-reduction filter that preserves edges.


In order to provide such a feature the production team have decided to use Kuwahara filter. The goal of this project is to add Cell Shading capabilities to the Quake III engine with Real-time performance.
