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Sol JK (SJK): Sol's flavor of JKR, the Rust engine, client and server for Jedi Academy multiplayer
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Sol JK, or SJK for short, is Sol's flavor of
JKR, the Rust engine for Star Wars Jedi
Knight: Jedi Academy multiplayer created by Bishop. SJK follows JKR closely
and adds Sol's own changes on top: some are offered to JKR as pull requests,
others reflect a vision of the game that may stay specific to SJK.
Like JKR, SJK includes a graphical client and a dedicated server, with support
for the legacy protocol, PK3 content, maps, models, movement and combat. The
renderer uses wgpu. The client includes a server browser, console, configurable
controls, HUD, audio, screenshots and demo playback.README 전문 보기 ↗Sol JK, or SJK for short, is Sol's client for Star Wars Jedi Knight: Jedi Academy multiplayer: the game as Sol sees it, developed by Sol in Rust.
SJK aims to be a true JKA+: everything players expect from today's community clients, from the retail look and feel to mod servers such as JA+ and JoF and modern screens, in a client that stays clean and fast, without the bloat some clients have accumulated.
SJK includes a graphical client and a dedicated server, with support for the legacy protocol, PK3 content, maps, models, movement and combat. The renderer uses wgpu. The client includes a server browser, console, configurable controls, HUD, audio, screenshots and demo playback.
g_debugMelee, the grapple and duel pass-through;japlus.* admin teleports,
auto login and plugin options) and JoF tools (jof.*);debug_panel console command: an in-game checklist of the changes
in this build and how to test them.Sol (Sol-Vulpes) develops SJK and decides where it goes. Contributors send pull requests, Creyon first among them; see CREDITS.md.
The programs are sjk (the game) and sjk-server (the dedicated server).
Settings have neutral engine names (r_*, cg_*), the source crates are
sjk-*, and the client's own folder is GameData/SJK/.
Ready-to-run Windows x64 and Linux x64 builds, and an experimental, unsigned
build for Macs with Apple Silicon, are on the
releases page and the
SJK website. Extract the ZIP for your
platform into Jedi Academy's GameData folder, beside base, and launch
sjk (sjk.exe on Windows, SJK.app on a Mac).
Releases are built by the SJK release workflow
when a tag named sjk-v<version> (for example sjk-v0.2.0) is pushed. It builds
the same drop-in ZIPs as the GameData packages workflow,
smoke check included, names them SJK-<version>-<platform>.zip, and publishes
them with their checksums and the matching source snapshot.
Install Rust 1.88 or newer, Cargo, a C/C++ compiler, CMake and pkg-config. On Linux, development packages for ALSA, Wayland and XKB are required, along with working Vulkan or OpenGL graphics drivers.
cargo build --release -p sjk-viewer -p sjk-dedicated
This builds target/release/sjk and target/release/sjk-server (.exe on
Windows).
SJK is developed and tested mainly on Windows 11. It keeps its Linux support, but changes are not routinely tested there.
A legally obtained Jedi Academy installation is required. Put sjk
(sjk.exe on Windows) in its GameData directory, beside the base
folder containing assets0.pk3 through assets3.pk3.
Game data is not included in this repository.
Launch the client from that folder or a shortcut to open the main menu. No
game-data path, environment variable or particular working directory is needed.
Put sjk-server (sjk-server.exe on Windows) beside it too for Create game
and local devmap support.
Connect directly to a server:
./sjk --connect 127.0.0.1:29070
If keeping the binary elsewhere, use JKA_GAME_DATA=/path/to/GameData or the
saved game-data setting; known installation locations are also checked. The
explicit positional form sjk /path/to/GameData --connect HOST:PORT
remains supported. See client launch for discovery order.
Use the in-game menus for controls, graphics, audio and player settings;
Settings > Interface > Menu style, or First setup's first row, switches
between the SJK UI and the classic menus.
Settings and player-created files live in GameData/SJK/: config.cfg,
marks.txt, favorites, friends, screenshots, demos and optional chat logs.
If that directory cannot be written, the client uses its per-user folder
instead. The console's path command shows the
active location. See configuration and content.
./target/release/sjk-server \
--game-data /path/to/GameData \
--map mp/ffa3 \
--bind 0.0.0.0:29070 \
--hostname "SJK server"
Server configuration uses familiar cvars and commands, including +set launch
arguments. For example, append +set g_gametype 0 +set fraglimit 20 for a
free-for-all match. UDP port 29070 must be reachable for remote players to join.
All source is under crates/:
sjk-viewer: graphical client and platform integration (builds sjk).sjk-dedicated: dedicated server and game integration (builds sjk-server).sjk-game-jka: shared Jedi Academy game rules and movement.sjk-client, sjk-network, sjk-protocol: client state and legacy networking.sjk-bsp, sjk-scene, sjk-runtime: maps, scene data and world state.sjk-materialgen: offline generator of local material maps from installed
textures (see rendering).Legacy formats and game-specific behavior stay in compatibility modules; engine services use their own data structures.
The project wiki covers architecture, development, the client, the dedicated server, rendering and networking. Start with current status and priorities for verified behavior and open work. AGENTS.md contains shared contributor and AI guidance, including updating relevant documentation alongside code changes; SJK conventions adds the rules specific to SJK.
GPL-2.0-only; see LICENSE. SJK is by Sol (Sol-Vulpes) and contributors; CREDITS.md lists who made what. Any SJK binaries are built from the source published here, which is their corresponding source.
NOTICE holds the copyright notice. The license requires every copy and modified version to keep it, and, under section 2(c), to keep the copyright and no-warranty announcement the client and server print when they start. The "Sol JK" and "SJK" names and the SJK emblem are not licensed with the code: a modified version uses its own name and emblem and credits SJK as its origin.
OpenJK and TaystJK are compatibility references for Jedi Academy behavior. The bundled Inter fonts retain their license. Other dependencies retain their respective licenses. The code license does not grant rights to retail game assets or third-party PK3 content.
SJK began in October 2026 as a modified version of JKR, an engine by Bishop (Bishop-R) and its contributors. As section 2(a) of the license asks, the changes to those files, with their authors and dates, are recorded in this repository's git history.
Star Wars, Jedi Knight and Jedi Academy are trademarks of their respective owners. SJK is a fan project and is not affiliated with or endorsed by Lucasfilm, Disney, Raven Software or Activision.