Author Topic: Half-Life on GCW Zero via Xash3D engine  (Read 3471 times)


  • Posts: 29
Half-Life on GCW Zero via Xash3D engine
« on: April 18, 2015, 04:40:03 pm »
Hi devs!

I am sharing with you something interesting.

Recently a1batross and nicknekit started working on porting Open Source Half-Life engine written by Uncle Mike - Xash3D on SDL2 (a1batross) and Android (nicknekit/a1batross). Currently available android build on SDL2 with hardware accelerated OpenGL|ES via NanoGL wrapper:

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Unfortunately there are a few critical bugs: for example, you can not change weapons and some NPC characters are getting stuck. Developers are trying to fix bugs now.

What is the profit of owners GCW-Zero on this forum? The GCW-Zero ports collection can be extended to this great game, in addition to Quake 3 Arena, Quake 2 and Quake 1 and other old-school games.

I do not think it will be difficult porting. You have OpenGL|ES hardware acceleration and you can running games like Quake III. Maybe Quake III rendering working via NanoGL too.

We, in turn, get the info from you about the work of the Xash3D engine on the MIPS architecture of GCW-Zero and Vivante GC860 GPU.

Get involved! We waiting for your pull requests!
Currently, developers active work in a android_port branch in xash3d repo.

If you have any questions about compile Xash3D for Android, I can advise you in this thread.

P.S. By the way, the port of the Xash3D engine in beta-version is already running for OpenPandora:

Best regards, EXL.


  • Posts: 217
Re: Half-Life on GCW Zero via Xash3D engine
« Reply #1 on: April 24, 2015, 03:50:46 am »
I'm having issues with, seems like you guys packed it up on the halflife sdk git, but it's a x86 library:

Code: [Select]
$ file ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, not stripped

I'm unsure on how do I get around to compiling this thing.


  • Posts: 2653
Re: Half-Life on GCW Zero via Xash3D engine
« Reply #2 on: May 01, 2015, 09:18:03 am »
Any more news or updates about this?


  • Posts: 4
Re: Half-Life on GCW Zero via Xash3D engine
« Reply #3 on: May 01, 2015, 10:43:48 pm »
Maybe worth looking at Ptitseb's port on the Open Pandora, he uses glshim to translate opengl to opengles. I'm not entirely sure how Pandora specific his code is though.

ptitseb's version of lunixboch's glshim:


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