Difference between revisions of "3DGE"

From 3DGE Wiki
Jump to: navigation, search
(Updated to match DoomWiki)
Line 1: Line 1:
 
{{InfoboxSourcePort
 
{{InfoboxSourcePort
 
|title = 3DGE, Hyper3DGE, Dream3DGE
 
|title = 3DGE, Hyper3DGE, Dream3DGE
|developer = [[Corbin. A]], [[Alex Nesemann]], [[Joseph Fenton]], [[Josh Pearson]]
+
|developer = [[Corbin. A]], [[Alex Nesemann]], [[Joseph Fenton]], [[Josh Pearson]], [[Antoine Henry]]
 
|nondeveloper = [[Chris Mullen (CeeJay)]], Gameblabla
 
|nondeveloper = [[Chris Mullen (CeeJay)]], Gameblabla
 
|baseparent = [[EDGE]]
 
|baseparent = [[EDGE]]
Line 17: Line 17:
 
'''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 1.37. 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 1.37. The Dreamcast code utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.
  
== Features (2.0.0) ==
+
== Features (2.0.1) ==
 
* All EDGE 1.35 features
 
* All EDGE 1.35 features
 
* Rendering interpolation
 
* Rendering interpolation
Line 31: Line 31:
  
  
== In-Progress (2.0.1)==
+
== In-Progress (2.0.x)==
 
* 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.
 
* Quake 3: Arena-style shader-based sky system
 
* Quake 3: Arena-style shader-based sky system
 
* ACS/Fragglescript support
 
* ACS/Fragglescript support
 
* Decals
 
* Decals
 +
* Shadows (for 3D models only)
 +
* Additional 3D model support (MDL, MS3D, DMD, PSA/PSK)
  
 
[http://www.youtube.com/watch?v=PpzvWcz7uDY 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.
 
[http://www.youtube.com/watch?v=PpzvWcz7uDY 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.

Revision as of 23:41, 25 August 2015

3DGE, Hyper3DGE, Dream3DGE
3DGE Logos.png
Codebase EDGE
Developer(s) Corbin. A, Alex Nesemann, Joseph Fenton, Josh Pearson, Antoine Henry
Non-Developer(s) Chris Mullen (CeeJay), Gameblabla
Development status Active
Written in C++, Lua, ASM
Target Platform Windows, KallistiOS, 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 MiniWikipediaLogoIcon.pngSega Dreamcast. The port comes with Windows and UbuntuAMD64 binaries, though the user can build Linux, Macintosh, and Dreamcast versions from source. 3DGE was actually continued from 1.32 rather than 1.35, and the codebases were merged shortly after, as well as switching back to GLBSP rather than TinyBSP that EDGE 1.32 contained.

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 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 1.37. The Dreamcast code utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.

Features (2.0.1)


In-Progress (2.0.x)

  • New scripting language SPLINE, which allows the engine to utilize spline-based cameras.
  • Quake 3: Arena-style shader-based sky system
  • ACS/Fragglescript support
  • Decals
  • Shadows (for 3D models only)
  • Additional 3D model support (MDL, MS3D, DMD, PSA/PSK)

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