A native C++ World of Warcraft client with a custom Vulkan renderer.
WoWee supports Vanilla 1.12, TBC 2.4.3, and WotLK 3.3.5a through expansion-specific profiles and packet parsers. It has been tested with AzerothCore/ChromieCraft, TrinityCore, MaNGOS, and Turtle WoW 1.18.
Watch the latest demonstration · Download the latest release · Read the project status · Hear the soundtrack
Note
macOS release DMGs are Developer ID signed, notarized by Apple, and stapled before publication. Gatekeeper should identify them as notarized Developer ID software without requiring an Open Anyway exception.
Important
WoWee is an educational and research project. It contains no Blizzard Entertainment assets, data, or proprietary code. You must supply your own legally obtained game data and comply with the laws in your jurisdiction. WoWee is not affiliated with or endorsed by Blizzard Entertainment.
- Vulkan 1.3 terrain, WMO, M2, water/lava, particles, lighting, shadows, weather, and asynchronous world streaming
- SRP6 authentication, RC4 header encryption, and protocol handling for all three supported expansions
- Character creation and selection, movement, transports, combat, spells, talents, inventory, banks, vendors, trainers, quests, loot, mail, auction house, gossip, chat, parties, pets, maps, and taxi travel
- Blizzard's own FrameXML interface, loaded from your game data and drawn by
the client; addons in the game's
Interface\AddOnsfolder load too - An asset builder, inside the client and as the standalone
wowee_assetswindow, that extracts your own game installation - Keyboard and mouse, or a game controller with Xbox, PlayStation, Nintendo and Steam Deck button names
- Zone and city music, tavern and weather ambience, footsteps, mounts, combat, spell and NPC voice audio
- Optional Warden module execution through Unicorn Engine x86 emulation
- Linux, macOS and Windows on x86-64 and ARM64, and Android on arm64 with on-screen controls
This is an active work in progress, not a drop-in replacement for the official client. See Known limitations before reporting a bug.
The world editor and AMD FSR3 frame generation are early developer features.
Their interfaces, formats, runtime requirements, and behavior may change. Frame
generation is only built when WOWEE_ENABLE_AMD_FSR3_FRAMEGEN is turned on
with AMD's SDK under extern/. FSR 1 and FSR 3 upscaling are built in, but
graphics acceleration features are still under active development and should
not be treated as release-critical functionality. Grass is marked experimental
in the settings.
The desktop build uses SDL3 and needs a Vulkan 1.3 driver (MoltenVK on
macOS). Unicorn enables Warden execution. StormLib is needed by
asset_extract, the wowee_assets window and the asset builder inside the
client; without it the client still builds, with those left out.
Ubuntu / Debian
sudo apt install build-essential cmake pkg-config git \
libsdl3-dev libglm-dev libssl-dev zlib1g-dev libx11-dev \
libvulkan-dev vulkan-tools glslc \
libavformat-dev libavcodec-dev libswscale-dev libavutil-dev
# Optional: Warden execution and MPQ extraction
sudo apt install libunicorn-dev
sudo apt install libstorm-devlibsdl3-dev is in Ubuntu 25.04 and Debian 13 onward. On Ubuntu 24.04, build
SDL3 from source and install it, as CI does with release-3.2.24.
Fedora
sudo dnf install gcc-c++ cmake pkgconf-pkg-config git \
SDL3-devel glm-devel openssl-devel zlib-devel libX11-devel \
vulkan-devel vulkan-tools glslc ffmpeg-devel
# Optional: Warden execution
sudo dnf install unicorn-develFor the asset tools, build StormLib from source if it is unavailable in your enabled Fedora repositories.
Arch Linux
sudo pacman -S base-devel cmake pkgconf git \
sdl3 glm openssl zlib libx11 \
vulkan-headers vulkan-icd-loader vulkan-tools shaderc \
ffmpegInstall unicorn for optional Warden execution. StormLib is not in the official
repositories; install stormlib-git from the AUR if you need the asset tools.
macOS
Vulkan runs through MoltenVK.
brew install cmake pkg-config sdl3 glm openssl@3 zlib ffmpeg \
vulkan-loader vulkan-headers molten-vk shaderc
# Optional: Warden execution and MPQ extraction
brew install unicorn stormlibFor Windows/MSYS2, Visual Studio, and platform-specific notes, see the complete build guide.
git clone --recurse-submodules https://github.com/Kelsidavis/WoWee.git
cd WoWee
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --parallelThe build.sh and build.ps1 helpers run the same build and also clone AMD's
FidelityFX SDKs into extern/. Those are only used when WOWEE_ENABLE_AMD_FSR2
or WOWEE_ENABLE_AMD_FSR3_FRAMEGEN is turned on, and both are off by default;
the client's own FSR 1 and FSR 3 upscaling need neither.
WoWee does not read MPQs at runtime. It needs a loose-file tree with a
generated manifest.json, extracted from a legally obtained client.
The asset builder does this. When the client starts and finds nothing
extracted, it opens the builder instead of the login screen; later it is under
more options → add or rebuild assets... on the login screen, and it is
also the standalone wowee_assets window. Point it at your World of Warcraft
folder and it extracts into the per-user data directory the client reads.
Reopen the client when a build finishes. See the asset manager
for upgrades, packs, and several games in one folder.
From a terminal, the scripts extract into Data/ in the checkout:
# Linux / macOS
./extract_assets.sh /path/to/WoW/Data wotlk
# Windows PowerShell
.\extract_assets.ps1 "C:\Games\WoW-3.3.5a\Data" wotlkValid targets are classic, turtle, tbc, and wotlk. Each target is kept
separately, so multiple expansions can coexist:
Data/
└── expansions/
├── classic/manifest.json
├── turtle/manifest.json
├── tbc/manifest.json
└── wotlk/manifest.json
The login-screen Assets selector appears once more than one set is installed. It normally follows the selected server's expansion and can be overridden per saved server profile.
The client looks for data in this order:
WOW_DATA_PATH, if set- The per-user data directory, if it holds an extraction:
~/Library/Application Support/Wowee/Dataon macOS,%LOCALAPPDATA%\Wowee\Dataon Windows, and$XDG_DATA_HOME/wowee/Data(default~/.local/share/wowee/Data) on Linux Data/in the working directory, which on Linux and macOS is the executable's own directory. CMake linksbuild/bin/Datato the checkout'sData/on Linux and macOS; on Windowsbuild.ps1makes a junction
To store data elsewhere:
export WOW_DATA_PATH=/path/to/extracted/Data./build/bin/woweeChoose a server from the login screen's Server list, which carries ChromieCraft and every server you have logged into. Somewhere else... opens the address and port fields under more options, where the expansion is chosen too.
Once at startup the client asks GitHub whether a newer release exists and, if so, shows its tag beside the version on the login screen. Nothing is downloaded; Check for new versions under Interface → WoWee → Interface turns it off.
If a MaNGOS realm advertises a world address that is unreachable from your LAN, override only the host; the advertised port is preserved:
export WOWEE_REALM_HOST_OVERRIDE=192.168.1.50Turtle WoW defaults to authentication build 7272. Older compatible servers can use:
export WOWEE_TURTLE_AUTH_BUILD=7234The Android client is the same tree built for arm64. It reaches the login screen, character selection and the world, and is tested on a Pixel 9a.
Install wowee-<version>-android-arm64.apk from
the latest release. It
needs Android 13 or newer on arm64: Android's libvulkan.so only
exports the Vulkan 1.2/1.3 entry points the renderer uses from API 33. The APK
is signed with the debug key, so Android asks you to allow installation from an
unknown source.
Extract on a desktop exactly as above. There is no need to extract on the device. A full extraction is around 18 GB, so cut it down to a profile that fits, then copy the result across:
tools/android/make_minimal_data.py --source ~/Data --out ~/Data-phone \
--profile world --maps all
adb push ~/Data-phone/. /sdcard/Android/data/com.wowee.client/files/Data/The trailing /. matters: push the contents, not the directory. Nesting it
one level deeper leaves the client unable to find its manifest.json, and it
starts with no game data at all.
| Profile | Size | Reaches |
|---|---|---|
login |
787 MB | Login, character selection and creation. No world |
world --maps azeroth |
7.5 GB | One continent |
world --maps all |
12 GB | Every map |
full |
18 GB | Everything, sound included |
A subset carries its own rewritten manifest.json, because that file is how the
client locates its data root. See tools/android/README.md
for the profiles and how to check one.
| Input | Action |
|---|---|
| Left thumb, lower left | Move and strafe |
| Right thumb, drag | Turn the view; the character faces where it looks |
| Two fingers | Zoom the camera |
| Tap | Target, interact, and everything in the interface |
A keyboard and mouse should work when attached, since SDL delivers them the same way, but that is untested.
tools/build-android-deps.sh arm64-v8a # OpenSSL, once
cd android && ./gradlew :app:assembleDebug # needs ANDROID_HOME and NDK 28Debug builds carry this project's own music; release builds leave it out, the
same split the desktop archives use. adb logcat -s wowee shows the client's
log, and adb shell setprop debug.wowee.loglevel info opens it up beyond
warnings.
Docker or Podman can build all supported targets without installing a host toolchain:
./container/run-linux.sh # build/linux/bin/wowee
./container/run-macos.sh # build/macos/bin/wowee
./container/run-windows.sh # build/windows/bin/wowee.exePowerShell equivalents are included. macOS defaults to ARM64; set
MACOS_ARCH=x86_64 for Intel. See Container Builds for
all options.
wowee_editor is an early-stage tool for experimenting with custom zones and
open, JSON-friendly formats. It is not yet a production-ready content pipeline.
cmake --build build --target wowee_editor
./build/bin/wowee_editor --data Data
# Batch conversion examples
./build/bin/wowee_editor --convert-m2 Creature/Bear/Bear.m2 --data Data
./build/bin/wowee_editor --convert-wmo World/WMO/Stormwind/Stormwind.wmo --data DataCurrent work includes terrain editing, object placement, water, NPCs, quests,
lighting, and experimental AzerothCore export. Exported zones can load from
custom_zones/ or output/, but formats and compatibility may change.
See the editor format specification for the custom binary and catalog formats.
| Input | Action |
|---|---|
W S |
Move forward and back |
A D |
Turn; strafe while the right mouse button is held |
Q E |
Strafe |
| Mouse | Look or orbit camera |
| Left click | Target or interact |
Tab |
Cycle targets |
1–0, -, = |
Action-bar slots 1–12 |
B / C / P / N |
Bags / character / spellbook / talents |
L / M / O / H |
Quest log / map / social / player vs player |
Enter or / |
Open chat |
/unstuck |
Recover when terrain or WMO collision traps the character |
Escape |
Close windows, deselect, or open the game menu |
F1 |
Performance HUD (debug builds only) |
Keys are listed and can be rebound in the game's Key Bindings panel, from
the menu Escape opens.
On Android the same actions are driven by touch controls.
A controller works on every platform the client runs on. The left stick moves,
the right stick looks and the triggers zoom. The bottom face button jumps and
the right one, like Start, acts as Escape. The other two face buttons and the
D-pad are action slots 1–6; hold the left bumper for 7–12. The right bumper
targets the nearest enemy, clicking the left stick toggles autorun, and clicking
the right stick sits (or dives while swimming). Back paddles - a Steam Deck's
L4, R4, L5 and R5, an Elite pad's P1 to P4, a DualSense Edge's - take slots
7–10 with nothing held.
Back switches the right stick to moving the pointer, for looting, gossip and vendors: the bottom face button clicks and the left one right-clicks.
Buttons are named as the pad in hand names them - A, Cross or B for the same
button on Xbox, PlayStation and Nintendo pads - and the scheme is listed in the
Key Bindings panel, where it can be rebound. Look speed, inversion and
deadzone are under Interface → WoWee → Camera. A pad SDL does not recognise
can be described in a gamecontrollerdb.txt in the per-user data directory.
Escape opens the game menu. This client's own settings sit under a WoWee heading in the game's Video, Sound and Interface panels: Graphics, Detail, Grass, Upscaling and Display under Video, with the quality preset on Graphics. View distance, shadow distance and MSAA have the largest performance cost; FSR 1 or FSR 3 upscaling can improve frame rate on weaker hardware.
The client carries music of its own: the login theme, the track taverns open their rotation on, and zone rotations that play alongside whatever your game data provides - Elwynn, the Barrens, Booty Bay, Lordaeron, Stormwind and Ironforge among them. WoWee soundtrack under Sound → WoWee → Sound turns it off and leaves the zone music to the game's own files.
WoWee Soundtrack - 19 tracks, 56 minutes, available in lossless FLAC. The tracks are original compositions and contain no Blizzard audio.
The files live in assets/Original Music/. Debug builds and the debug APK
carry them; release archives and the release APK leave them out to keep the
download small.
- Quick Start
- Complete Build Instructions
- Server Setup
- Project Status
- Asset Manager and Upgraded Assets
- Architecture
- Authentication and SRP Implementation
- Packet Framing and Realm List
- Sky System
- Warden Quick Reference and Implementation
WoWee uses C++20, CMake 3.15+, SDL3 and Vulkan 1.3. GitHub Actions builds Linux x86-64/ARM64, Windows x86-64/ARM64, macOS ARM64/x86-64 and Android arm64 releases. Security checks include CodeQL, Semgrep, AddressSanitizer, and UndefinedBehaviorSanitizer.
The codebase is split into focused rendering, networking, gameplay, asset, UI, audio, and editor modules. Start with the architecture guide before making broad changes.
- Warden modules are checked against Blizzard's signing key. A realm that
signs its own module needs that key set as
wardenRsaModulusin the expansion'sexpansion.json. - Shadows are held on: switching them off loses the GPU device, so the control is gone until that is fixed.
- Terrain/WMO transitions are a longstanding regression area. Character floor
selection can occasionally prefer the wrong surface or leave the character
stuck. Enter
/unstuckin chat to recover, pressF8to write the floor data at your position to the log, then include the location and relevant log lines in a bug report. - Long rotational Northrend transport paths can occasionally show spline-wrap glitches.
- World-map zone hover has edge cases near continent boundaries.
- Pet-bar protocol behavior may require adjustment for non-AzerothCore forks.
- On Android the session drops a few seconds after the app goes to the background, because the system closes the socket without a foreground service. The client returns to the login screen as it does on any disconnect.
- On Android the FrameXML interface is drawn at native size and reads small. The client's own panels scale with display density, and Window scale under Interface → WoWee → Interface reaches 3x.
When reporting a bug, include the relevant client log lines, expansion, server core, and reproduction steps.
WoWee source code is available under the MIT License with an additional restriction: it may not be used, in whole or in part, as the basis for or a component of a commercial video game or other commercial game product without written permission. Original music and audio assets are not covered by the MIT terms at all and are reserved - see LICENSE and NOTICE. World of Warcraft and its assets are property of Blizzard Entertainment, Inc.
- WoWDev Wiki - file-format documentation
- TrinityCore - server reference
- MaNGOS - server reference
- StormLib - MPQ library

