Difference between revisions of "3DGE"
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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]] | + | |developer = [[Coraline (Chu)]], [[Alex Nesemann]], [[Joseph Fenton]], [[Josh Pearson]], [[Brendan Doe]], [[Damir Srpčič]], [[Benjamin Moir]], [[UsernameAK]], [[gameblabla]] |
− | |nondeveloper = [[Chris Mullen (CeeJay)]] | + | |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 | + | == Features (2.1.0) == |
* Dual OpenGL 1.1/2x Renderer | * Dual OpenGL 1.1/2x Renderer | ||
+ | * 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 | ||
− | |||
* 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 | ||
− | |||
* 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/ |
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)
- Dual OpenGL 1.1/2x Renderer
- SDL2 Integration
- Rendering interpolation
- Several bugs squashed
- Heretic/Chex IWAD support
- MD5 Model Support
- MD3 model support
- 2 player splitscreen co-op or deathmatch (local only)
- RoQ video support for cinematics
- Runs on the Sega Dreamcast console, based on a modified EDGE 1.29.
- Post-processing effects
- Normal/Spec/Brightmap support on models
- DDF enhancements and additions
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 | ||
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Based on EDGE |
3DGE | Active |