Quake 3 For Android
An anonymous reader writes "Over the last two months I ported Quake 3 to Android as a hobby project. It only took a few days to get the game working. More time was spent on tweaking the game experience. Right now the game runs at 25fps on a Motorola Milestone/Droid. 'Normally when you compile C/C++ code using the Android NDK, the compiler targets a generic ARMv5 CPU which uses software floating-point. Without any optimizations and audio Quake 3 runs at 22fps. Since Quake 3 uses a lot of floating-point calculations, I tried a better C-compiler (GCC 4.4.0 from Android GIT) which supports modern CPUs and Neon SIMD instructions. Quake 3 optimized for Cortex-A8 with Neon is about 15% faster without audio and 35% with audio compared to the generic ARMv5 build. Most likely the performance improvement compared to the ARMv5 build is not that big because the system libraries of the Milestone have been compiled with FPU support, so sin/cos/log/.. take advantage of the FPU.''
Dunno why TFA didn't include it, but there is video.
If that is "Unreal 3", then it's a very, very stripped down version. It doesn't even look like it has pixel shaders, which removes all benefit to using it over the Quake III engine.
By the way, the Quake III engine is capable of handling visuals that look better than the screenshots you linked to. Here are a few examples of what the Quake III engine can do.
http://www.szico-vii.com/uploads/photos/16.jpg
http://www.szico-vii.com/uploads/photos/17.jpg
http://www.szico-vii.com/uploads/photos/31.jpg
http://www.szico-vii.com/uploads/photos/42.jpg
If you read the article (I know, I know...) this is actually based on the N900 port.
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Demos should run well but from the main menu they don't work for some reason. During development I always ran them from the quake3 console (so 'demo four') and that works fine.