On every Predator impact the screen showed about 83 ms of black world under the Predator HUD, then about 50 ms of the player's own first-person laptop view, and only then the static. The black frames came from the camera running past the snapshot. The missile camera evaluated the trajectory at the presentation clock with no limit, and that clock runs up to a tick ahead of the newest snapshot, so on the last frames of the flight the eye went through the ground. Up to the newest snapshot the trajectory is now exact. Past it, the eye extrapolates for one tick at most and stops at the first world surface (a camera-sized box trace), which is where the missile detonates. The camera also follows the presentation's trajectory time rather than the live clock. The same camera draws the killcam replay of a Predator kill, which has no killcam entity, and a killcam seat shows an archived snapshot held back by the proxy delay. At the live clock the replayed eye sat a tick past every snapshot and moved only when a new one arrived, 20 times a second. The first-person frames came from dropping the camera too early. The missile leaves the snapshot on impact and the controls unlink a tick later, but the script keeps the camera linked until after the static. The last missile pose is now held for as long as the player's remote missile link exists, and cleared when the link goes, on a new life, or when a different missile is linked. The view counts as third person for the whole link, so the laptop viewmodel stays hidden under the hold. Checked on our iPhone build in a Sub Base match: Predators steered into the ground cut straight from the missile view to the static, with no black frame and no glimpse of the arms and laptop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IW4L
IW4L is an open-source runtime for Call of Duty: Modern Warfare 2 (2009), written in Rust with Bevy. Point it at a copy of MW2 you already own and it loads that installation's maps, models, textures and weapons into its own engine. You can try implemented movement and combat on multiplayer maps, then inspect or change how those systems work.
What you can try
Explore maps, fight bots, and record and replay demos. Gameplay remains incomplete; expect missing behavior, bugs and desyncs. The asset readers also cover MW3 and Black Ops.
APIs, configuration, caches and the wire protocol change between commits; multiplayer peers must run the same build.
Windows: prebuilt release
- Download
iw4l-windows.zipfrom Releases and extract it into an empty writable folder. The archive password ist.me/contextrot. - Launch
iw4l.exe. It finds MW2 in your Steam libraries and creates aModern Warfare 2.lnkshortcut next to itself. For an install outside Steam, create that shortcut to your MW2 folder yourself.
For online play, put the .iw4l-server file you received from a server operator next
to iw4l.exe. With it the game finds that master and updates itself on launch. Details:
Windows guide.
Build and run
Install Rust through rustup and GNU Make. Build dependencies cover Linux's C/C++ toolchain and system libraries, and macOS's Xcode command line tools. Windows instructions cover building and arranging a portable folder.
You need your own installed MW2 Multiplayer data. IW4L
distributes no game assets and reads installations without patching or replacing their
files. Caches, demos and logs go under iw4l-artifacts/; Linux settings use a separate
configuration directory described in the run guide.
From the repository root:
cp .env.example .env
# Edit .env: set IW4L_GAMES to the folder containing your game installations.
make map mp_boneyard CMDS='wait world; spawn 0; force_match_start; bot add 3'
This builds the optimized play profile and starts a local match with three bots.
force_match_start skips the warmup that otherwise freezes movement.
Inside the engine
| Area | Implementation |
|---|---|
| Assets | Native FastFile readers convert game data into a shared intermediate representation. |
| Shaders | Retail Direct3D 9 Shader Model 3 bytecode is translated to WGSL. |
| Rendering | World geometry, models and effects feed one sorted draw-surface list. |
| Simulation | Server authority, client prediction and replay share one simulation step over explicit Bevy ECS state. |
| Networking | Custom UDP traffic; a QUIC master provides browsing and relaying. The host simulates the match. |
Where to go next
- Run guide: console commands, classes and demo playback; master setup for playtests.
- Rendering and simulation: inspect the engine's implementation.
- Map loading, GSC runtime and bot AI: starting points for experiments and modifications.
- Documentation index, contributing and security reports.
This whole project is written by an LLM.
Acknowledgements and license
Thank you to all contributors for code, bug reports, testing and feedback. Special thanks to ju1cedr1nker and silvernote03 for QA testing weapons, maps, attachments and other gameplay features.
OpenAssetTools and its iw4x-x64 fork informed asset layouts; IW4x informed asset and protocol behavior; KisakCOD informed engine structure. Ghidra was used to inspect the original binaries.
Movement implementation history and source boundaries are recorded in its provenance note.
IW4L's source is licensed under Apache 2.0. Preserve required attribution and bundled font license texts when redistributing; see NOTICE. Original game assets and trademarks belong to their owners. IW4L is unaffiliated with them.

