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QuantumSrc is a cross-platform game engine focused on portability, low-level rendering, custom asset formats, and support for both modern and legacy gaming hardware.
The engine is designed around a modular architecture, allowing the same core systems to be adapted to a wide range of graphics APIs, consoles, and platforms. Rendering backends can target APIs such as OpenGL and Direct3D, while platform-specific backends can support hardware such as the Dreamcast, PlayStation 2, Nintendo GameCube/Wii, Nintendo 3DS, and other specialized targets.
QuantumSrc separates the engine into several independent subsystems:
QuantumSrc
│
┌───────────────────┼───────────────────┐
│ │ │
Core Rendering Audio
│ │ │
┌───┼───┐ ┌─────┼─────┐ ┌────┼────┐
│ │ │ │ │ │ │ │ │
Files UI Input OpenGL D3D Software OpenAL AICA
│
┌──┴───────────────┐
│ │
PAF PKD
│ │
Asset/Archive Database
The renderer and platform layers are intentionally separated from the engine core so that platform-specific implementations can be added without rewriting gameplay, asset management, networking, or other core systems.
QuantumSrc uses a custom asset pipeline designed around the project’s native formats and development tools.
Blender
│
├── P3M
├── PTF
└── Map/Project data
│
▼
Tools
│
┌────┼────┐
│ │ │
PAF PKD PMF
│ │ │
└────┼────┘
▼
QuantumSrc
The tooling ecosystem includes Blender plugins, archive utilities, image conversion tools, music tools, syntax definitions, and platform-specific project templates.
QuantumSrc is intended to make it possible to develop a game once while retaining control over the platform-specific portions of the engine.
The primary goals are:
QuantumSrc is ultimately intended to serve as both a modern cross-platform engine and a framework for experimenting with rendering, audio, asset formats, and game development across generations of hardware.