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Build (game engine)
View on Wikipedia| Build Engine | |
|---|---|
Screenshot showing Build in 2D mode | |
| Developer | Ken Silverman |
| Initial release | September 30, 1995 |
| Repository | advsys |
| Successor | Build 2 |
| License | Source-available[1] |
| Website | advsys |
The Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms. Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects.
The Build Engine is generally considered to be a 2.5D engine, as the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Some floors can be lower and some can be higher; the same is true with ceilings (in relation to each other). Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. With this information, the Build Engine renders the world in a way that looks three-dimensional, unlike modern game engines that create actual 3D environments.
Though the Build Engine achieved most of its fame from powering the 1996 first-person shooter Duke Nukem 3D, it was also used for many other games.
Technical features
[edit]Sectors
[edit]Sectors are the building blocks of a level's layout, consisting of a two-dimensional polygonal outline when viewed from above, with the top and bottom faces of the sector given separate altitudes to create a three-dimensional space.[2] Hence, all walls are perfectly vertical—anything appearing otherwise is technically a sloped floor or ceiling. The word room can be used as a loose substitute to aid understanding, though one room in the game world can consist of many sectors, and parallaxed skies can give the illusion of being outdoors. Sectors can be manipulated in real-time; all of their attributes such as shape, height, and slope could be modified "on-the-fly" by games, unlike the earlier Doom engine. This allowed games to have destructible environments, such as those seen in Blood.[2] This technique is similar to the use of push walls in the earlier Apogee Software title Rise of the Triad which featured similar dynamic environments.
Developers of games based on the engine used special reserved "sprites" (game objects), often called "sector effectors [sic]", that, when given special tags (numbers with defined meanings), would allow the level designer to construct a dynamic world; similar tag information could be given to the sector walls and floor area to give a sector special characteristics. For example, a particular sector effector may let players fall through the floor if they walk over it and teleport them to another sector; in practice, this could be used to create the effect of falling down a hole to a bigger room or creating a body of water that could be jumped into to explore underwater. A sector could be given a tag that made it behave like an elevator or lift.
Sectors could overlap one another, provided they could not be seen at the same time (if two overlapping sectors were seen at the same time, a hall of mirrors effect resulted).[3] This allowed the designers to create, for instance, air ducts that appeared to extend across the top of another room (however, doing so could be tricky for designers due to the 2D viewpoint used for much of the editing process). This allowed the designers to create worlds that would be physically impossible (e.g. a doorway of a small building could lead into a network of rooms larger than the building itself). While all these made the games using the engine appear to be 3D, it wouldn't be until later first-person shooters, such as Quake, which used the Quake engine, that the engine actually stored the world geometry as true 3D information, making the creation of one area stacked atop another area in a single map very feasible.
Voxels
[edit]Later versions of Ken Silverman's Build Engine allowed game selected art tiles to be replaced by 3D objects made of voxels. This feature appeared too late to be used in Duke Nukem 3D, but was seen in some of the later Build Engine games. Blood uses voxels for weapon and ammo pickups, power-ups, and eye-candy (such as the tombstones in the "Cradle to Grave" level, some chairs, and a crystal ball in "Dark Carnival"). Shadow Warrior makes even more advanced use of the technology, with voxels that can be placed on walls (all of the game's switches and buttons are voxels).
For several years, Ken worked on a modern engine based entirely on voxels, known as Voxlap.
Room over room
[edit]One limitation of the Build Engine is that its level geometry is only capable of representing one connection between sectors for any given wall. Due to this, a structure as simple as a shelf with space both above and below it is impossible, though sometimes sprites or voxels can be substituted. Buildings with several floors are technically possible, but it is not possible for such a building to contain an external window directly above or below another window. In addition, some liberties will need to be taken with the staircases, elevators, and other methods of access for each floor.
Several Build Engine games (namely Shadow Warrior, Blood, and Redneck Rampage) worked around this by displaying a "viewport" to another sector through an additional rendering pass. This technique, called room-over-room (ROR), appears seamless to the player. In addition to an expanded range of vertical construction, ROR was often used to give bodies of water translucent surfaces. ROR was never a feature of the Build Engine itself, but rather a "trick" that was created by game developers. A trick used in Duke Nukem 3D to get around this, as in the case of its opaque underwater sections, was to simply transport the player quickly to another region of the map made to mimic it, similar to the elevators from Rise of the Triad.
In 2011, a feature was added to EDuke32 called true room over room (TROR), which allows multiple sectors to be stacked vertically so that each sector's wall has its own connection, enabling vertically-unrestricted structures. The difference between ROR and TROR is that TROR sectors physically overlap in the map data and editor (allowing for easy creation and visualization), rather than being drawn from separate locations using view portals, hence true room over room. TROR is a feature of the EDuke32 source port, not a game feature or trick.
List of Build Engine games
[edit]Games that are built directly on the Build Engine
[edit]| Year | Title | Developer | Notes |
|---|---|---|---|
| 1994 | Rock'n Shaolin: Legend of Seven Paladins 3D | Accend Inc. | Illegally used an earlier version of the engine, only released in Taiwan and South Korea.[4][5] |
| 1995 | Witchaven[2] | Capstone Software | |
| William Shatner's TekWar[2] | |||
| 1996 | Duke Nukem 3D[6] | 3D Realms | Also Plutonium PAK, Atomic Edition, Duke!ZONE II, Xtreme, Duke it Out in D.C., Life's a Beach and Nuclear Winter expansions. |
| PowerSlave | Lobotomy Software | ||
| Witchaven II: Blood Vengeance | Capstone Software | ||
| 1997 | Blood[6] | Monolith Productions | Also Plasma Pak and Cryptic Passage expansions. |
| Shadow Warrior[6] | 3D Realms | Also Twin Dragon and Wanton Destruction expansions. | |
| 2024 | Skilander | Hackers and Hiihtoliitto | Released at the Revision 2024 gamedev competition.[7][8] |
Games that are based on the Duke Nukem 3D code
[edit]| Year | Title | Developer | Notes |
|---|---|---|---|
| 1997 | Redneck Rampage | Xatrix Entertainment | Also Suckin' Grits on Route 66 expansion. |
| 1998 | Redneck Rampage Rides Again | ||
| Redneck Deer Huntin' | |||
| Extreme PaintBrawl | Creative Carnage | ||
| NAM | TNT Team | ||
| Liquidator[9] | Akella | Illegally used the engine, only released in Russia. | |
| 1999 | WWII GI | TNT Team | Also WWII GI: Platoon Leader expansion. |
| 2019 | Ion Fury | Voidpoint | via EDuke32. |
| 2022 | A.W.O.L.[10] | Shotspark Studios |
Unreleased Build Engine games
[edit]- Fate (unfinished, only a demo exists)
- Corridor 8: Galactic Wars (unfinished, source code is available)
Development
[edit]The Build Engine was essentially a one-man project for Ken Silverman, though he consulted John Carmack for guidance early in the project.[3] Silverman was hired by 3D Realms on the basis of his demo for Build. Though he continued to refine the engine after becoming employed at 3D Realms, according to Silverman he never teamed with any other 3D Realms employees on the project and was never directed to tailor the engine towards any particular game.[2]
Source release and further developments
[edit]On June 20, 2000 (according to his website) Ken Silverman released the Build Engine source code under a proprietary non-commercial license.[11][1] Silverman explained that after id Software set a precedent by releasing the source code for the Doom engine, fans had been pressuring him to release the source code for the Build Engine.[2]
Early days
[edit]Version 2.0 of EDuke, a project to improve Duke Nukem 3D for modders by Matt Saettler (Matteus), was sent to 3D Realms for packaging shortly after the release of the Build source, leaving Duke Nukem 3D the pre-built libraries that 3D Realms had used with the original Duke. (Both Duke Nukem 3D and EDuke were still closed-source at this point.)
With the 2.1 private betas, Saettler worked towards integrating Silverman's build source into the Duke source code, but the project fizzled out before producing anything more than some very buggy private betas. A few total conversion teams for Build games decided to work from Silverman's Build code directly, and an enhanced version of the Build editor known as Mapster was also developed.
It was claimed at the time by many on the 3D Realms forums that it would be impossible to port Build to a multitasking operating system, as it needed a large contiguous block of memory that wouldn't be available in a multitasking environment. This statement did not hold up to scrutiny, as all modern operating systems use virtual memory which allows apps to get contiguous logical memory without using contiguous physical memory, but conventional wisdom of the time was that porting Build to such an OS was unfeasible.
Duke Nukem 3D source release
[edit]On April 1, 2003, after several years of claims to the contrary, 3D Realms released the source code to Duke Nukem 3D under the GPL-2.0-or-later license.[12] Not long afterwards, both Ryan C. Gordon (icculus) and Jonathon Fowler (JonoF) created and released source ports of the game, including the Build Engine. It was possible to play Duke Nukem 3D well on the NT line of Windows (including Windows 2000/XP) and on Linux and other Unix operating systems, and interest in the source ports soared.
icculus.org port
[edit]Ryan C. Gordon (icculus), with the help of others, made the first port of the engine using SDL. The port was first to Linux, then to Cygwin, and finally to a native Windows build using the Watcom C++ compiler, which was the compiler used for the original DOS build (despite being compiled with Watcom C++, Build is plain C.)[13] There was some talk of Matt Saettler using this to port EDuke to Windows, but nothing came of it. A port of Duke Nukem 3D was later produced after the source was released.[14] This was also forked by David Koenig (Rancidmeat) as Duke3d_w32 which was in turned forked into the multiplayer focused xDuke, hDuke, nDuke and rDuke.
JonoF port
[edit]A second source port was made to Windows, and later to Linux and Mac OS X, by Jonathon Fowler (JonoF). This port, JFDuke3D, initially did not have network game support, though this was added later in development. After a long period of dormancy it was put on GitHub in 2020 and received updates in 2021 and 2024.[15][16][17] He also ported the Ken-Build test game.[18]
Polymost
[edit]The task of updating the Build Engine to a true 3D renderer was taken on by Silverman himself. In the release notes for Polymost, he wrote: "When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or Direct3D port. Well, after a few months passed, I saw no sign of somebody working on a true hardware-accelerated port of Build, just people saying it wasn't possible. Eventually, I realized the only way this was going to happen was for me to do it myself."[19]
The Polymost renderer allowed for 3D hardware-accelerated graphics using OpenGL. It also introduced "hightile", a feature that made it possible to replace the game's original textures with high-resolution replacements in a variety of formats. Polymost has been utilized in Jonathon Fowler's JFBuild, JFDuke3D, JFShadowWarrior, and source ports derived from their code bases.
EDuke32
[edit]A month after the game code, the source for EDuke 2.0 was also released,[20] followed by the source for the last private beta of EDuke 2.1 (which never made it to a release version). Richard Gobeille (TerminX) merged the EDuke 2.0 source with JFDuke3D to make EDuke32. Another port, Wineduke, based on the icculus code, has since died off, leaving EDuke32 the only EDuke port still in development.[21]
EDuke32 also supports the games NAM and WWII GI, as EDuke was based on the code to those games.
Polymer
[edit]On April 1, 2009, an OpenGL shader model 3.0 renderer was revealed to have been developed for EDuke32, named Polymer to distinguish from Ken Silverman's Polymost. At first it was thought to be an April Fools' joke, but the renderer was later made public. It allows for more modern effects such as real-time dynamic colored lighting and shadow mapping, specular and normal mapping, and other shader-based features in addition to most of the features added to Polymost over the years. Although Polymer is completely usable, it is technically incomplete and unoptimised, and is still in development. The developers of EDuke32 have stated that once Polymer has been rewritten for speed, it will supplant Polymost completely, as it is a superior renderer, and can be made to look identical to Polymost.
Other game ports
[edit]| BuildGDX | |
|---|---|
| Developer | Alexander "[M210]" Makarov |
| Initial release | January 12, 2018 |
| Stable release | 1.17
/ August 23, 2024 |
| Repository | gitlab |
| Platform | Java |
| Successor | NuBuildGDX |
| Type | Game engine |
| License | Source-available, GNU GPL v2 |
| Website | m210 |
The Shadow Warrior source code was released on April 1, 2005 under the GPL-2.0-or-later license, and JonoF released a source port of it, JFShadowWarrior, on April 2, 2005.[22] However, he admitted that he had access to the Shadow Warrior source code about a week before its release.[23] The port was left in a partially incomplete state, before being put on GitHub in 2020 and receiving updates in 2021 and 2024. The earlier version was later forked by Ben Smit (ProASM) for the SWP port.[24] An icculus port of Shadow Warrior was started, but remained alpha.[25] A VoidSW port by the Ion Fury and EDuke32 developers entered public beta on May 21, 2020.[26] A fork from an earlier version, called IcedSW, by Justin Marshall (IceColdDuke) also exists.[27]
The Transfusion project aimed to re-create Blood in the DarkPlaces engine,[28] but as of 2007, this project was far from complete, though it has playable deathmatch multiplayer; a similar project is BloodCM which recreates all of the Monolith made single player levels for Blood on top of EDuke32,[29] as well as ZBlood which ports some Blood assets and levels onto ZDoom.[30] The eRampage project attempted to create a total conversion of Redneck Rampage for EDuke32.[31] Meanwhile DN3DooM,[32][33][34] Shadow Warrior TC,[35] Doomed Redneck,[36] Re-Blood,[37] Re-PowerSlave,[38] VietDoom,[39][40][41][42] and Fatedoom[43] adapts those games onto GZDoom.
The source code of Witchaven, Witchaven II: Blood Vengeance, William Shatner's TekWar, and Corridor 8: Galactic Wars also surfaced in 2007 from developer Les Bird.[44] The legal status of these, however, is unclear, though the derived EGwhaven patches for Witchaven were included in the game's Steam and GOG.com re-releases.[45] JonoF released ports for Witchaven and TekWar on March 3, 2024;[46] with derived ETekWar and EWitchaven ports also prototyped.[47] The full source code for various alpha versions of Blood have also leaked over time.[48]
This was then used as a reference for an otherwise reverse engineered port to Java using LibGDX called BloodGDX in May 2017 by Alexander Makarov (M210), the previous author of BloodCM.[49] This followed from the author's previous port of TekWar released in January 2016,[50] and has been followed up by ports for Witchaven,[51] Redneck Rampage,[52] Duke Nukem 3D, PowerSlave, Legends of the Seven Paladins and Shadow Warrior, now all collectively called BuildGDX.[53] DukeGDX also supports the files from the 20th Anniversary World Tour edition of Duke Nukem 3D.[54]
A further port of Blood, called NBlood, was released in January 2019 by Alexey Khokholov (Nuke.YKT) based on EDuke32,[55] and the creator's previous Rednukem port for Redneck Rampage (which also supports Duke Nukem 3D and Duke Nukem 64).[56][57] An EDuke32 port for PowerSlave, called PCExhumed, was released on November 21, 2019 by Barry Duncan (sirlemonhead) with help from Nuke.YKT.[58] The source port Raze forks various Build engine ports, including JFDuke3D, SWP, NBlood, Rednukem, and PCExhumed, and ties it to a new underlying backend based on the developers' own GZDoom.[59] NBlood and PCExhumed have also been backported to JFBuild for the purpose of adapting it to platforms such as the Amiga, PlayStation Vita and Nintendo 3DS.[60]
Successor
[edit]After multiple attempts to design a successor to Build, Silverman again began experimenting with such an idea in 2006. He used this work - now called Build 2 - while teaching 3D game programming to children at a summer camp from 2007 until 2009, and work continued until 2011 when he lost interest in the project. It features a more advanced lighting system, voxel rendering for entities and true room-over-room 3D spaces, and at least in part retained backwards compatibility with the original Build. Silverman released his drafts to the public on March 7, 2018.[61][62] The source code was published under a proprietary non-commercial license on June 8, 2019.[63]
References
[edit]- ^ a b "buildlic.txt". 2000-06-20. Archived from the original on 2017-05-12.
- ^ a b c d e f Rule, Duncan (Summer 2009). "Building Classics". Retroaction. No. 2. pp. 8–15. Retrieved 26 December 2021.
- ^ a b Zak, Robert (13 April 2016). "The Beauty of the Build Engine". Rock, Paper, Shotgun.
- ^ Clint Basinger [@lazygamereviews] (2017-06-11). "As a result, Legends of the Seven Paladins (illegally) became the first Build Engine game, using code they didn't have the rights to" (Tweet). Retrieved 2022-09-16 – via Twitter.
- ^ "TWIM". A History of Korean Gaming. Hardcore Gaming 101. Retrieved 2017-07-01.
- ^ a b c "3D Realms". Next Generation. No. 10. Imagine Media. October 1995. pp. 99–102.
- ^ "Demozoo". Revision 2024 results - Demozoo. Retrieved 2024-05-17.
- ^ "Pouet.net". Skilander by Hackers & Hiihtoliitto - Pouet.net. Retrieved 2024-05-17.
- ^ Eddy, Zykov (2013-06-12). "The Liquidator". RTCM - EDuke32 Duke3D Mod Reviews. Retrieved 2023-03-21.
- ^ Dawe, Liam (2022-09-16). "A.W.O.L. is a new FREE retro FPS using the Build Engine (Duke Nukem 3D, Ion Fury)". GamingOnLinux. Retrieved 2023-03-15.
- ^ "Ken Silverman's Build Engine Source Code Page". Retrieved July 7, 2008.
- ^ Lee, Jeffrey (2003-04-04). "Duke Nukem 3D on RISC OS?". Icon Bar. Retrieved 2024-07-14.
- ^ Gordon, Ryan. "The BUILD Engine". icculus.org. Retrieved 2024-05-15.
- ^ Gordon, Ryan. "Duke Nukem 3D". icculus.org. Retrieved 2024-05-15.
- ^ Fowler, Jonathan. "JFDuke3D". JonoF's Games and Stuff. Retrieved 2024-05-15.
- ^ "JonoF's Duke Nukem 3D Port (JFDuke3D)". FPS Ports. Archived from the original on 2023-06-10. Retrieved 2024-05-15.
- ^ "JFDuke3D". Linux Format. Summer 2020. Retrieved 2024-05-15.
- ^ Fowler, Jonathan. "JFBuild". JonoF's Games and Stuff. Retrieved 2024-05-15.
- ^ Fowler, Jonathon (October 9, 2005). "Release Notes for JFDuke3D". JonoF's Games and Stuff. Archived from the original on June 17, 2014.
- ^ Corvin (10 May 2013). "Source Code: Matt Saettler's DOS EDuke". RTCM. Retrieved 13 December 2024.
- ^ "WinEDuke". FPS Ports. Archived from the original on 2023-01-30. Retrieved 2024-05-16.
- ^ "Shadow Warrior Feature". Captain Williams. Retrieved 2023-03-21.
On April 1, 2005 3D Realms released the source code for SW's engine under GPL. The timing of the source release lead to believe it was an April fools joke, it spawned its first source port a day later entitled JFShadowWarrior and had the improvements of JFDuke3D and Linux support.
- ^ Fowler, Jonathon (3 April 2005). "JFShadowWarrior". JonoF's. p. 1. Archived from the original on 2007-11-06. Retrieved 3 August 2011.
…I [JonoF] did have a week head start…
- ^ Royko, Vaughn (2006-03-01). "Shadow Warrior (PC) - OpenGL Port". The Gamer's Journal. Retrieved 2023-03-20.
- ^ Gordon, Ryan. "Shadow Warrior". icculus.org. Retrieved 2024-05-15.
- ^ "Shadow Warrior". Nuku's Collage of Life. 2022-04-01. Retrieved 2023-03-21.
- ^ Marshall, Justin. "SW Iced Port". Retrieved 2024-05-16.
- ^ Von Kallenbach, Gareth (2003). "Devoted to the cause - Blood Transfusion to save aging game". Game Industry News. Archived from the original on 2003-04-08.
- ^ Sledge (2017-04-07). "BloodCM – Blood v Eduke32". High Voltage. Retrieved 2023-03-23.
- ^ Bardin, Maxim (2009-11-09). "I Live, Again..." Linux Gaming News. Retrieved 2023-02-19.
- ^ "Play Redneck Rampage on Windows Vista, 7 or 8". Play Old PC Games. 2013-03-21. Retrieved 2023-03-19.
- ^ Blondeau, Bella (2020-10-08). "Doom Nukem? Modder Brings Duke To Doom". The Gamer. Retrieved 2024-05-10.
- ^ Reuben, Nic (2020-10-07). "Duke Nukem while you Doom with this crossover mod". PCGamesN. Retrieved 2024-05-10.
- ^ Papadopoulos, John (2020-10-07). "Duke Nukem 3D Total Conversion Mod for Doom Version 1.06 Released". DSOGaming. Retrieved 2024-05-10.
- ^ "Shadow Warrior Total Conversion". GamingRoom.NET. 2016-09-17. Retrieved 2024-05-09.
- ^ "Doomed Redneck". GamingRoom.NET. 2023-03-17. Retrieved 2024-05-09.
- ^ "Re-Blood". Kotaku. Retrieved 2024-05-10.
- ^ "Re-PowerSlave". GamingRoom.NET. 2024-01-17. Retrieved 2024-05-09.
- ^ Galekovic, Filip (2019-08-15). "VietDOOM is Apocalypse Now in DOOM". Game Watcher. Retrieved 2024-05-10.
- ^ Gera, Emily (2019-08-15). "VietDoom is the love-child of Apocalypse Now and id Software". VG247. Retrieved 2024-05-10.
- ^ Palacio, Daniel (2019-12-27). "Developer of Brutal Doom reveals new project: VietDoom; alpha 0.1 already available". GamingOnLinux. Retrieved 2024-05-10.
- ^ Ek, Robin (2019-08-26). "Sergeant Mark IV is working on a Vietnam war inspired "Doom II" mod called "VietDoom"". Retrieved 2024-05-10.
- ^ "Fate". Obscure Game Aesthetics. Retrieved 2024-05-10.
The only remaining part of the game is a 4-level demo with 7 weapons and 10 enemies, released just before IntraCorp's closure.... There's also a mod called Fatedoom that transports the demo's content into Doom.
- ^ Bird, Les (17 July 2014). "CAPSTONE GAMES ARCHIVE". GitHub. Retrieved 13 December 2024.
- ^ SNEG. "Witchaven II: Blood Vengeance". Steam. Retrieved 2024-05-12.
You're getting two builds: patched (Enhanced) and retail (Original) for those of you who prefer an unaltered experience as a bonus. Both builds are running on DOSBox with a custom configuration tool. The Enhanced build features fixes introduced in EGwhaven, a must-have community project, which addresses an array of bugs and issues with the game (we'd like to thank ETTiNGRiNDER for the contribution to this release). Additionally, the controls are re-mapped to what you'd expect to see as a default in a first-person game nowadays.
- ^ Fowler, Jonathan. "JFTekWar and JFWitchaven". JonoF's Games and Stuff. Retrieved 2024-05-15.
- ^ "NBlood / Rednukem / PCExhumed binaries". Duke4. Retrieved 2024-05-16.
- ^ Litchfield, Ted (2023-01-05). "The Duke Nukem Forever leaker just dropped the source code for another beloved '90s FPS". PC Gamer. Retrieved 2023-11-12.
- ^ Alex Walker (2017-05-23). "You Can Play The Original Blood Using Java Now". Kotaku. Archived from the original on May 23, 2017. Retrieved 2020-08-15.
- ^ Tarason, Dominic (2018-02-19). "William Shatner's Tekwar lives again... for some reason". Rock Paper Shotgun. Retrieved 2023-03-20.
- ^ Tarason, Dominic (2018-09-10). "Redneck Rampage looks smarter but feels as dumb as ever with this modern port". Rock Paper Shotgun. Retrieved 2023-03-20.
- ^ Papadopoulos, John (2018-09-11). "RedneckGDX is a Java port for Redneck Rampage, offering better mouse support, OpenGL renderer and more". DSOG. Retrieved 2023-03-19.
- ^ Liam Dawe. "Raze - a new open source fork of EDuke32 backed by GZDoom tech". GamingOnLinux. Retrieved 2023-03-19.
One of the team said to think of it a bit like BuildGDX, as Raze "shares the renderer, the sound system and the input/system interface code across games".
- ^ "Duke Nukem 3D (with BuildGDX engine)". The Linux Game Book. Retrieved 2023-03-20.
- ^ Liam Dawe. "NBlood, an open source port of the classic FPS 'Blood' using EDuke32". GamingOnLinux. Retrieved 2020-08-15.
- ^ "Redneck series (with Rednukem engine)". The Linux Game Book. Retrieved 2023-03-20.
- ^ "Duke Nukem 3D (with Rednukem engine)". The Linux Game Book. Retrieved 2023-03-20.
- ^ Liam Dawe. "Exhumed/PowerSlave can now be played easily with a cross-platform game engine". GamingOnLinux. Retrieved 2022-03-19.
- ^ Liam Dawe. "Raze - a new open source fork of EDuke32 backed by GZDoom tech". GamingOnLinux. Retrieved 2020-08-15.
- ^ TheGuardian (2022-11-17). "PS Vita Release: jfblood-vita (Blood port)". Wololo.net. Retrieved 2024-05-15.
- ^ Tarason, Domonic (9 March 2018). "Ken Silverman's long-lost BUILD2 engine released". Rock, Paper, Shotgun. p. 1. Retrieved 23 June 2018.
- ^ Wawro, Alex (9 March 2018). "Now you can muck around with the Build Engine successor: Build2". Gamasutra. p. 1. Retrieved 23 June 2018.
- ^ "BUILD2 Demo and Tools". advsys.net. Retrieved 2019-08-22.
External links
[edit]Build (game engine)
View on GrokipediaHistory and development
Origins at 3D Realms
Ken Silverman, an independent programmer and teenage coding prodigy who had previously released the 1993 shareware game Ken's Labyrinth using a custom 3D engine, began developing the Build engine in late 1993.[6] After contacting 3D Realms (then operating as part of Apogee Software) with a demo of his work, Silverman entered a partnership with the company to license the engine as a binary library for upcoming first-person shooter titles, while retaining ownership of the source code.[6] Silverman consulted John Carmack of id Software for technical guidance early in the project. This collaboration marked a shift for 3D Realms toward advanced 3D capabilities, building on their success with earlier 2D titles like Duke Nukem II.[6] The engine earned its name "Build" from Silverman's choice of a thesaurus synonym for "construction," inspired by the intuitive sector-editing tool that allowed designers to assemble levels in a manner akin to constructing architectural structures.[6] This editor became a hallmark of the engine, enabling rapid iteration on complex environments through a grid-based interface for defining walls, floors, ceilings, and portals. At 3D Realms, artist and programmer Todd Replogle contributed to early adaptations, including the design of file formats like .CON for asset integration in prototypes.[7] The primary motivation behind the engine was to develop a versatile 2.5D rendering system for first-person shooters that exceeded the architectural limitations of id Software's Doom engine, permitting intricate level designs such as multi-story structures and dynamic lighting without the computational overhead of true 3D polygonal models.[6] Optimized specifically for the MS-DOS platform on Intel 386 and 486 processors equipped with VGA graphics cards, it targeted the dominant consumer hardware of the mid-1990s, ensuring smooth performance at 320x200 resolution with 256-color palettes.[6] This focus on efficiency allowed for innovative features like sector-based portals, which were referenced in early documentation as a core advancement for immersive, non-linear gameplay spaces.[7] By early 1994, Silverman delivered the first internal prototype, which underwent rigorous testing at 3D Realms to validate its rendering stability and editing workflow before integration into initial project pipelines.[7] This milestone paved the way for the engine's application in shareware-driven development cycles, aligning with Apogee's model of episodic releases to maximize market reach on period-appropriate PCs.[6]Evolution through the 1990s
The Build engine, developed by Ken Silverman in collaboration with 3D Realms, achieved its first major commercial milestone bundled with Duke Nukem 3D on January 29, 1996.[8][7] During late 1995, as the engine neared completion, key enhancements were implemented to address performance and rendering challenges, including the addition of slope support for floors and ceilings on August 29, 1995, which enabled more dynamic level geometry without sacrificing frame rates on period hardware.[7] These updates built on the engine's sector-based foundation, optimizing it for larger, more complex environments typical of mid-1990s first-person shooters. Subsequent iterations in 1996 and 1997 focused on refining compatibility and multimedia integration to support broader hardware adoption. For instance, enhanced palette handling ensured robust 256-color VGA output, allowing developers to leverage full-color textures and sprites while maintaining compatibility with standard PC displays.[9] Sound integration was also improved, with native support for Sound Blaster cards for digital effects and Gravis Ultrasound for MIDI music, enabling richer audio experiences in games like Duke Nukem 3D without requiring additional middleware.[6] A caching system using LRU/MRU algorithms, introduced on September 14, 1995, further boosted performance by efficiently managing texture and sector data for expansive levels.[7] Commercial success drove further tweaks, particularly for multiplayer functionality and expansion content. The engine powered Shadow Warrior, released on May 13, 1997, which incorporated network play optimizations to handle up to eight players, influencing subsequent patches for latency reduction and synchronization.[10][7] Similarly, Blood, launched on March 7, 1997, prompted refinements in sprite handling and particle effects to support its horror-themed visuals and expansion packs like Cryptic Passage later that year.[11] These adaptations addressed bottlenecks in level size and enemy density, allowing for more ambitious designs while staying within the constraints of 486 and early Pentium processors. By 1997, with titles like Redneck Rampage (April 30 release), the engine had powered several notable games.[7] Official development wound down around 1998, as 3D Realms and licensees shifted toward more advanced engines like Unreal, though the Build engine's iterative updates had solidified its role in defining 2.5D shooter design.[12]Technical features
Sector-based rendering
The Build engine structures levels as collections of two-dimensional polygonal sectors, each defined by a sequence of walls that form closed shapes, with specific walls designated as portals to connect to neighboring sectors.[9] This sector-based architecture projects all geometry onto a 2D plane, simulating three-dimensional space without true 3D modeling, which limits complex overhanging structures but optimizes performance for hardware of the era.[9] Portals serve as visibility gateways, allowing the engine to traverse and render interconnected spaces dynamically.[7] During rendering, the engine employs raycasting from the player's viewpoint, projecting rays across the screen resolution to intersect with sector boundaries, thereby determining visible portions of walls, floors, and ceilings.[9] For each visible column, the engine calculates distances and heights to apply textures, with support for sloped floors and ceilings achieved through optimized raytracing routines that handle variable elevations within sectors.[9] Unsloped surfaces are texture-mapped horizontally for efficiency, as noted in engine code comments by creator Ken Silverman, converting vertical spans to horizontal ones to reduce computational overhead.[9] Visibility culling is handled by flooding through portals within a 90-degree field of view, using a stack to process "bunches" of walls from nearest to farthest, ensuring only reachable sectors contribute to the draw calls and minimizing overdraw on limited 1990s hardware.[9] Occlusion is tracked via arrays that mark the uppermost and lowermost visible points per screen column, preventing redundant rendering of hidden elements behind portals.[9] The accompanying Build editor facilitates real-time sector manipulation, allowing designers to draw new sectors by starting and ending outlines with key commands and to adjust connections via portal assignments during editing sessions.[13] Functions like dragging wall points enable on-the-fly geometry tweaks, with sector attributes such as heights and slopes modifiable immediately to preview changes.[14] A key limitation of this approach is the absence of native true 3D geometry, as all elements—including slopes and textures—are confined to the 2D sector plane, resulting in pseudo-3D effects that cannot support arbitrary vertical overlaps without extensions.[9] Voxels for detailed objects are placed as sprites within these sectors to maintain compatibility with the rendering pipeline.[7]Voxel and sprite integration
The Build engine employs sprites as its primary mechanism for rendering dynamic objects within its sector-based 2.5D environments, where these flat 2D images are billboarded to always face the player, creating an illusion of three-dimensionality without full polygonal modeling. Sprites represent entities such as enemies, weapons, and interactive items, stored in .ART files and positioned relative to sectors for spatial integration. During rendering, after processing walls and floors via column-based occlusion (using arrays likeumost and dmost), the engine sorts visible sprites by distance in the tsprite array (up to 1024 entries) and draws them from farthest to nearest in the drawmasks() function, ensuring proper depth compositing with the world geometry.[9][7]
Voxels extend this sprite system by introducing compact 3D volumetric models, defined as arrays of cubic "3D pixels" (VOXEL format: uncompressed with dimensions xsiz, ysiz, zsiz, and a 256-color palette where color 255 indicates empty space), allowing for true rotation and perspective without the need for pre-rendered multi-angle sprite sheets. This feature, developed by Ken Silverman and integrated into later Build engine iterations, replaces selected 2D art tiles with voxel objects during runtime, enhancing visual fidelity for rotatable elements like pickups and environmental interactives. In games such as Blood, voxels render weapon and power-up items as opposed to traditional sprites, leveraging the engine's existing sprite pipeline—sprites are flagged for voxel substitution, then processed similarly for sorting and overlay—but with software-based slicing to generate perspective views on the fly.[7][15]
The integration of voxels and sprites optimizes performance on 1990s hardware by reusing the engine's efficient 2D-to-3D projection math, originally designed for sprite billboarding, while voxels add depth for specific assets without overhauling the core renderer. Tools like SLABSPRI and SLAB6 facilitated voxel creation by converting 2D images into 3D volumes, carving transparent areas and applying colors, though this capability arrived too late for Duke Nukem 3D, which relied solely on sprites digitized from physical models or stop-motion. In Shadow Warrior, voxels appeared in limited forms like wall switches, demonstrating selective enhancement over sprite baselines to balance detail and speed. This hybrid approach influenced subsequent ports like Polymost, which extended voxel support to OpenGL for modern hardware while preserving the original integration logic.[7][16]
Room-over-room mechanics
The Build engine simulates multi-story environments through a technique known as room-over-room, achieved by stacking multiple sectors vertically in the 2D map layout, building upon the engine's fundamental sector-based structure where each sector defines a polygonal area with floor and ceiling heights.[9] This approach creates the illusion of height differences without employing true 3D geometry, relying instead on parallax scrolling effects—such as offset rendering of distant elements like skies or backgrounds—to enhance depth perception while maintaining the engine's 2.5D constraints.[9] Notably, there is no genuine Z-depth collision detection; player and object movement remains confined to a single horizontal plane per sector layer, with vertical navigation handled through sector effectors rather than volumetric space.[7] To manage visibility and prevent rendering artifacts from overlapping sectors, the engine uses portal masking, where walls designated as portals (with a linkednextsector value) allow views into adjacent or stacked sectors, while upper and lower portions of sectors are clipped based on defined portal heights.[9] This clipping ensures that only the appropriate layer is visible from the player's viewpoint, avoiding simultaneous display of multiple overlapping sectors that could otherwise cause visual glitches, as the engine's raycasting renderer processes one dominant layer at a time within the 90-degree field of view.[9] The portal system floods connected sectors recursively during rendering, enabling seamless transitions but limiting direct line-of-sight to non-adjacent layers unless explicitly portaled.
This mechanic supports key gameplay elements, including elevators implemented via sector height adjustments and effectors, jumps between levels through teleporters or ramps, and sightlines across floors for enemy AI pathfinding and shooting.[9] However, technical constraints include performance overhead from increased raycasting operations per stacked layer, as each requires separate wall, floor, and ceiling projections.[9] These limits stem from the engine's optimized assembly code for raycasting, where solid walls and slopes already consume significant CPU cycles.[9]
A key innovation of this system is its facilitation of complex indoor-to-outdoor transitions, such as entering a building from a street via a simple portal wall, without the preprocessing demands of full 3D engines like those using BSP trees, allowing for dynamic, runtime visibility determination and reduced memory usage in mid-1990s hardware contexts.[9][7] This approach demonstrated stacked sectors as early as 1996 prototypes, providing verticality in level design while preserving the engine's efficiency for real-time rendering.[7]
