Difference between revisions of "3DGE"

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The Dream3DGE branch (and EDGE 1.29 that it was based off of) was abandoned officially and rewritten/integrated back into 3DGE with version 1.37. The Dreamcast code uses ifdefs for KGL instead of OpenGL for important rendering functions concerning the SH2 CPU. To achieve harmony between versions, things like floodfill emulation was abandoned and written to display directly as polygons.
 
The Dream3DGE branch (and EDGE 1.29 that it was based off of) was abandoned officially and rewritten/integrated back into 3DGE with version 1.37. The Dreamcast code uses ifdefs for KGL instead of OpenGL for important rendering functions concerning the SH2 CPU. To achieve harmony between versions, things like floodfill emulation was abandoned and written to display directly as polygons.
  
== Features ==
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== Features (1.36+) ==
 
* All EDGE 1.35 features
 
* All EDGE 1.35 features
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* Several important bugs squashed
 
* Heretic/Chex IWAD support
 
* Heretic/Chex IWAD support
 
* MD3 model support
 
* MD3 model support
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* Decals
 
* Decals
 
* [[DDF]] enhancements and additions
 
* [[DDF]] enhancements and additions
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 +
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== In-Progress (v2.0)==
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* Rendering interpolation - "uncapped" framerate (60FPS)
 
* New scripting language [[SPLINE]], which allows the engine to utilize spline-based cameras.
 
* New scripting language [[SPLINE]], which allows the engine to utilize spline-based cameras.
 
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* MD5 Model Support, with Level-of-Detail implementation and TCMOD shaders
== Planned==
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* Quake 3: Arena-style shader-based sky system
The team behind the port plans to add an inventory system, a complete network component and rendering enhancements.
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* ACS/DECORATE support/converters
  
 
[http://www.youtube.com/watch?v=PpzvWcz7uDY Heretic support is being written] 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.
 
[http://www.youtube.com/watch?v=PpzvWcz7uDY Heretic support is being written] 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.

Revision as of 00:26, 18 July 2014

3DGE, Hyper3DGE, Dream3DGE
File:3DGE Logos.png
Codebase EDGE
Developer(s) Corbin. A, Alex Nesseman, Stroggos
Contributor(s) Chris Mullen (CeeJay)
Development status Active
Written in C++, Lua, ASM
Target Platform Windows, KallistOS, Cross-Platform
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 only comes with Windows binaries, though the user can build both Linux and Macintosh versions from source.

As well as adding new features, the team also incorporated fixes to a few 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. The team still receives help from Andrew Apted when applicable.

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.

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.

The Dream3DGE branch (and EDGE 1.29 that it was based off of) was abandoned officially and rewritten/integrated back into 3DGE with version 1.37. The Dreamcast code uses ifdefs for KGL instead of OpenGL for important rendering functions concerning the SH2 CPU. To achieve harmony between versions, things like floodfill emulation was abandoned and written to display directly as polygons.

Features (1.36+)


In-Progress (v2.0)

  • Rendering interpolation - "uncapped" framerate (60FPS)
  • New scripting language SPLINE, which allows the engine to utilize spline-based cameras.
  • MD5 Model Support, with Level-of-Detail implementation and TCMOD shaders
  • Quake 3: Arena-style shader-based sky system
  • ACS/DECORATE support/converters

Heretic support is being written 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