ioQuake3 Arena port for the Playstation 3.
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Main features:
TODO:
Latest release
Once installed, place your pak files inside /dev_hdd0/data/ioq3/baseq3/ for Quake 3, /dev_hdd0/data/missionpack/ for Team Arena, /dev_hdd0/data/ioq3/baseoa/ for Open Arena.
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS4
ioQuake3-One
AI has been used to assist me in this project due to lack of time. I won't share my CLAUDE.MD, but you can find the details of which AI models I used, and their respective role. I hope this will help and encourage more developers or people trying to approach this field in a much less intimidating way. Be aware that the approach was the same for basically every Quake 3 port I made.
Hardened code's skill module is mandatory. Without it, AI will hallucinate a lot and will either introduce issues or regressions.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
The Wii port was used as reference. Whereas many features (ex. music playback, mod support and such) were taken from the PS4 port.
Sonnet 4.6 did good chunk of the work code-wise. It would often struggle with more advanced things (ex. renderer). If it struggled or introduced regressions when implementing something, I would instantly swap to Opus to continue
Opus 4.6 does the much more complex stuff, then code review and comment trimming.
Codex although not mandatory does the double check on code.
The Wii port was used as reference. Whereas many features (ex. music playback, mod support and such) were taken from the PS4 port.
Main features:
- Full Quake 3 support. Everything works as intended, both offline and online.
- Can crossplay with other ioQuake3/Quake3 clients.
- Call the PS3 keyboard using X after opening the console (Select+Triangle) or the in-game chat (Select+X)
- Rumble support (disable with L3+R3)
- Mods support, standalone Open Arena and Team Arena support.
- Username is set automatically by the game. On first boot it will name the player based off the PS3's User.
TODO:
- Improve performance
Latest release
Once installed, place your pak files inside /dev_hdd0/data/ioq3/baseq3/ for Quake 3, /dev_hdd0/data/missionpack/ for Team Arena, /dev_hdd0/data/ioq3/baseoa/ for Open Arena.
RELATED PROJECTS:
ioQuake3-Wii
ioQuake3-PS4
ioQuake3-One
Last edited by Mayo1990,






