I have 32 bit Linux.
The problem is that you use C++11 features but CMake doesn't set the right flag for them and if I do so myself then there are still some functions missing and many warnings like:
./d_englsh.hpp:24:72: error: invalid suffix on literal; C++11 requires a space between literal and identifier [-Wreserved-user-defined-literal]
#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
i_sound.cpp:576:3: error: use of undeclared identifier '_write'; did you mean 'write'?
_write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
^~~~~~
and so on (there is over 4000 lines of error log, maybe I missed some flag now
).
Hardware rendering would definitely be on the cards, but probably quite far down the line
Even Doom 1 emulated in Doom 3 does it via pure software so it clearly isn't worthwhile or id would do it themselves then.
Maybe port Quake (or event better - Hexen 2!) to SFML if you want to play with GL.
Although the id tech technology is so widely proliferated (and so old and hack-y since most of it was written by a single person on computers not meant for gaming) that it seems SO not worthwhile.
There are like 3 or 4 Radiants and a lot of games, ports, mods and forks of each engine at this point.
But of course if you have fun then it's all great.
And anything you learn is applicable - SFML and these engines are totally viable for indie or non commercial games.
I don't want to sound discouraging, just sharing my opinion, to me the id technology tree is just too daunting and too hardcore.