Eternity Engine

From DoomWiki.org

Revision as of 16:44, 4 November 2012 by Gez (talk | contribs) (Features)


This page is about the source port. For other uses, see Eternity.
The Eternity Engine
File:Eewiki.gif
Eternityengine-vapordemo.png

The engine showing linked wall and floor portals.

Standard Boom Compatible
Codebase SMMU
Developer(s) James Haley (Quasar), Stephen McGranahan (SoM)
Latest release 4.02.00 (2021-01-27, 3 years ago)
Development status Active
Written in C++
Target Platform Cross-Platform
Available in English (United States)
License GNU General Public License v2+
Source Repository

(Subversion)

mancubus.net
IRC Channel OFTC #noteternityenginerelated

The Eternity Engine is a GPL source port maintained by James "Quasar" Haley and Stephen "SoM" McGranahan. It was originally meant to power the Eternity total conversion, but after the project went on hiatus, eventually being cancelled on the 15th of June 2006, the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU) by Simon "Fraggle" Howard.

The engine now boasts a host of new features, both gameplay related and editing related, all while maintaining backward compatibility with the original engine.

Projects developed for the port include Mordeth, Doom Millennium and Vaporware.

Features

  • ACS (including many of ZDoom's enhancements to the language)
  • EDF (Eternity Definition Files) scripting language for defining new projectiles and monsters, with weapons planned for future releases.
  • EMAPINFO for the level header as well as the standard global one.
  • MUSINFO support.
  • BOOM, MBF and partial SMMU support (no FraggleScript).
  • A console.
  • GFS (Game File Script): A way to add large numbers of files in a clean, safe manner
  • ExtraData support ("the end-all, be-all extension to the Doom map format")
  • 3D middle textures, which causes 2S linedefs using it to clip objects using the height of their middle texture. Within the range of the texture's height, the lines are effectively solid and block players, monsters, and projectiles. Below or above, objects can pass freely.
  • Rendering portals which can be used to create skyboxes and fake 3D architecture.
  • ZIP support, with a recommended extension of .pke.

History

The Eternity Engine started development in 1998, based on Boom. The codebase then switched to MBF and finally to SMMU. The first public release of the Eternity Engine was 3.29 beta 1 on January 8, 2001.

FraggleScript was removed in version 3.31, to be replaced by Small. Due to Small's lack of x64 portability, however, it was deprecated in version 3.37.

Source

  • This article incorporates text from the open-content Wikipedia online encyclopedia article Doom source port.
  • Text has also been taken from the Team Eternity Software homepage (See "External links")

External links

Source code genealogy
Based on
SMMU
Eternity Engine Active