Difference between revisions of "3DGE"

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m (Added full 3DGE programming team, fixed up features and version)
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{{InfoboxSourcePort
 
{{InfoboxSourcePort
 
|title = 3DGE, Hyper3DGE, Dream3DGE
 
|title = 3DGE, Hyper3DGE, Dream3DGE
|developer = [[Coraline (Chu)]], [[Alex Nesemann]], [[Joseph Fenton]], [[Josh Pearson]], [[Brendan Doe]], [[Damir Srpčič]]
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|developer = [[Coraline (Chu)]], [[Alex Nesemann]], [[Joseph Fenton]], [[Josh Pearson]], [[Brendan Doe]], [[Damir Srpčič]], [[Benjamin Moir]], [[UsernameAK]], [[gameblabla]]
|nondeveloper = [[Chris Mullen (CeeJay)]], Gameblabla
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|nondeveloper = [[Chris Mullen (CeeJay)]]
 
|baseparent = [[EDGE]]
 
|baseparent = [[EDGE]]
 
|logo = [[File:3DGE Logos.png]]
 
|logo = [[File:3DGE Logos.png]]
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'''Dream3DGE''' is a [[Sega]] Dreamcast-only port of EDGE 1.29, and has high compatibility with pre-1.31 mods, as it cannot currently run anything created with EDGE 1.31 or above. It must be built with [http://gamedev.allusion.net/softprj/kos/ KallistOS]. It contains most, if not all, functionality from the parent port. This branch (and EDGE 1.29, on which it was based) was abandoned officially and rewritten and integrated back into 3DGE with version 2.0. The Dreamcast code utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.
 
'''Dream3DGE''' is a [[Sega]] Dreamcast-only port of EDGE 1.29, and has high compatibility with pre-1.31 mods, as it cannot currently run anything created with EDGE 1.31 or above. It must be built with [http://gamedev.allusion.net/softprj/kos/ KallistOS]. It contains most, if not all, functionality from the parent port. This branch (and EDGE 1.29, on which it was based) was abandoned officially and rewritten and integrated back into 3DGE with version 2.0. The Dreamcast code utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.
  
== Features (2.0.4) ==
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== Features (2.1.0) ==
 
* Dual OpenGL 1.1/2x Renderer
 
* Dual OpenGL 1.1/2x Renderer
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* SDL2 Integration
 
* Rendering interpolation
 
* Rendering interpolation
 
* Several bugs squashed
 
* Several bugs squashed
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* Normal/Spec/Brightmap support on textures
 
* Normal/Spec/Brightmap support on textures
 
* True Inventory Support
 
* True Inventory Support
* SDL2 integration
 
 
* New scripting language which allows the engine to utilize spline-based cameras
 
* New scripting language which allows the engine to utilize spline-based cameras
 
* Dynamic Planar Shadow System for Dynamic Lights
 
* Dynamic Planar Shadow System for Dynamic Lights
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* Quake 3: Arena-style shader-based sky system
 
* Quake 3: Arena-style shader-based sky system
 
* Better BOOM Compatibility
 
* Better BOOM Compatibility
* Decorate to DDF Converter (using Declerate as a base)
 
 
* Decals on all surfaces
 
* Decals on all surfaces
 
* Wolfenstein 3D support (WLF_*)
 
* Wolfenstein 3D support (WLF_*)

Revision as of 16:02, 25 May 2016

3DGE, Hyper3DGE, Dream3DGE
File:3DGE Logos.png
Codebase EDGE
Developer(s) Coraline (Chu), Alex Nesemann, Joseph Fenton, Josh Pearson, Brendan Doe, Damir Srpčič, Benjamin Moir, UsernameAK, gameblabla
Contributor(s) Chris Mullen (CeeJay)
Development status Active
Written in C++, Lua, ASM
Target Platform Windows, KallistiOS, MacOSX, Linux
License GNU General Public License v2+
Website http://edge2.sf.net/
3DGE, also called Hyper3DGE, is the successor to EDGE. Originally created to power the Hypertension TC, its goal was changed to a full-fledged successor to EDGE after Andrew Apted discontinued the parent port. The first version, numbered 1.35d, was released on 2011-04-11. The latest version is 3DGE/Version, released on 3DGE/Date. The first version of Dream3DGE, numbered 1.29dc, was released on 2013-09-18, and is playable on the Sega Dreamcast. The port comes with Windows and UbuntuAMD64 binaries, though the user can build Linux, Macintosh, and Dreamcast versions from source. 3DGE was initially forked from EDGE 1.32, and the codebase was merged with the final EDGE 1.35 release.

As well as adding new features, the team also incorporated fixes for overlooked bugs left behind from EDGE. The name is a play on EDGE - the "3" is to symbolize the third line of continuation from EDGE and DOSDoom, and is pronounced the same as EDGE. The port is hardware-accelerated only, and also implements support for KallistiGL (PowerVR).

A few notable mods in development are Abrasion by Kronos (utilizing the MD3 code), Doom Forever by Chris Mullen (CeeJay), and a sequel to the Marc A. Pullen (Fanatic) mod QDOOM. SLaVE and Hypertension: Harmony of Darkness are two commercial products using this engine, both being developed by Isotope Softworks and published by Goat Store Publishing.

Dream3DGE is a Sega Dreamcast-only port of EDGE 1.29, and has high compatibility with pre-1.31 mods, as it cannot currently run anything created with EDGE 1.31 or above. It must be built with KallistOS. It contains most, if not all, functionality from the parent port. This branch (and EDGE 1.29, on which it was based) was abandoned officially and rewritten and integrated back into 3DGE with version 2.0. The Dreamcast code utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.

Features (2.1.0)

In-Progress

  • Normal/Spec/Brightmap support on textures
  • True Inventory Support
  • New scripting language which allows the engine to utilize spline-based cameras
  • Dynamic Planar Shadow System for Dynamic Lights
  • MDL and MS3D Model Format Support
  • Quake 3: Arena-style shader-based sky system
  • Better BOOM Compatibility
  • Decals on all surfaces
  • Wolfenstein 3D support (WLF_*)
  • Rise of the Triad support (ROTT_*)
  • Blake Stone support (BLK_*)
  • Strife IWAD

Heretic support is being written and is in beta as of 1.36E, using a similarly named definition file called HDF (Heretic Definition File). The HDF definitions in whole were provided by CeeJay.

External links

Source code genealogy
Based on
EDGE
3DGE Active