Difference between revisions of "3DGE"

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{{InfoboxSourcePort
 
{{InfoboxSourcePort
 
|title = 3DGE, Hyper3DGE, Dream3DGE
 
|title = 3DGE, Hyper3DGE, Dream3DGE
|developer = [[Corbin. A]], [[Josh Pearson]], [[ Damir Srpčič]], [[Antoine Henry]]
+
|developer = [[Coraline (Chu)]], [[Alex Nesemann]], [[Joseph Fenton]], [[Rachael Alexanderson (Eruanna)]], [[Brendan Doe]], [[Damir Srpčič]]
|nondeveloper = [[Chris Mullen (CeeJay)]], [[Gameblabla]], [[Alex Nesemann]], [[Joseph Fenton]]
+
|nondeveloper = [[Chris Mullen (CeeJay)]], [[UsernameAK]], [[gameblabla]], [[Andrew Apted]], [[Josh Pearson]], [[Benjamin Moir]]
 
|baseparent = [[EDGE]]
 
|baseparent = [[EDGE]]
 
|logo = [[File:3DGE Logos.png]]
 
|logo = [[File:3DGE Logos.png]]
|programming language = [[Wikipedia:C++|C++]], [[Wikipedia:Lua_(programming_language)|Lua]], ASM
+
|programming language = [[Wikipedia:C++|C++]], [[Wikipedia:QuakeC|QuakeC (modified)]], ASM
 
|status = Active
 
|status = Active
|platform = Windows, KallistiOS, Cross-Platform
+
|platform = Windows, KallistiOS, MacOSX, Linux
 
|license = {{GPL||2+}}
 
|license = {{GPL||2+}}
|website = [http://edge2.sf.net/ 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 {{:{{PAGENAME}}/Version}}, released on {{:{{PAGENAME}}/Date}}. The first version of '''Dream3DGE''', numbered 1.29dc, was released on 2013-09-18, and is playable on the {{wp|Dreamcast|Sega 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.
+
|website = [http://edge2.sf.net/ http://edge2.sf.net/]}}'''3DGE''', also called '''Hyper3DGE''' (internally referenced as ''EDGE2'', also sometimes referred to as just "EDGE"), 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 {{:{{PAGENAME}}/Version}}, released on {{:{{PAGENAME}}/Date}}. The first version of '''Dream3DGE''', numbered 1.29dc, was released on 2013-09-18, and is playable on the {{wp|Dreamcast|Sega Dreamcast}}. The port comes with Windows and Linux binaries, though the user can build the 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 the day [[EDGE]] ceased development.
  
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).
+
As well as adding new features, the team also incorporated many fixes for overlooked bugs left behind from EDGE. The name is a deliberate 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) for the Dreamcast platform.
  
A few notable mods in development are [http://www.doomworld.com/vb/wads-mods/53125-a-more-violent-approach-abrasion-test-get-it/ Abrasion] by Kronos (utilizing the MD3 code), [http://www.doomworld.com/vb/wads-mods/66125-doom-forever-final-update/ Doom Forever] by Chris Mullen (CeeJay), and a [http://www.doomworld.com/vb/wads-mods/64491-qdoom-2-progress-screens/ sequel] to the [[Marc A. Pullen (Fanatic)]] mod QDOOM. [http://facebook.com/slavefps/ SLaVE] and  [https://www.facebook.com/pages/Isotope-TDGMods/232903863419077/ Hypertension: Harmony of Darkness] are two commercial products using this engine, both being developed by Isotope Softworks and published by [http://www.goatstorepublishing.com/ Goat Store Publishing].
+
A few notable mods in development are [http://www.moddb.com/mods/duke-it-out-in-doom/ Duke it Out in DOOM] and {{Dwforums|id=66125|title=Doom Forever}}, both by Chris Mullen (CeeJay), and a sequel to the [[Marc A. Pullen (Fanatic)]] mod QDOOM. [http://facebook.com/slavefps/ SLaVE] and  [https://www.facebook.com/pages/Isotope-TDGMods/232903863419077/ Hypertension: Harmony of Darkness] are two commercial products using this engine, both being developed by [https://www.facebook.com/Isotope-TDGMods-232903863419077/ Isotope Softworks] and published by [http://www.goatstorepublishing.com/ Goat Store Publishing]. The full list of known and active mods are [http://www.tdgmods.net/smf/viewforum.php?f=26/ here].
  
'''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''' was 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 [http://www.segatech.com/technical/cpu/ SH-4 CPU].
  
== Features (2.0.2) ==
+
== Features ==
* All EDGE 1.35 features
+
 
 +
As of the [https://devbuilds.drdteam.org/3dge/ development builds] for v2.1.0:
 +
* Dual OpenGL 1.x/2.1 Renderer
 +
* SDL2 Integration
 +
* [[UDMF]] support
 +
* PAK/PK3/PK7 [[Using_ZIPs_as_WAD_replacement]]
 
* Rendering interpolation
 
* Rendering interpolation
* Several important bugs squashed
+
* [[OPL]] synth playback
 +
* Basic Shadows
 +
* Several major and minor bugs squashed from [[EDGE]] 1.35
 
* Heretic/Chex IWAD support
 
* Heretic/Chex IWAD support
* [http://3dfxdev.net/edgewiki/index.php/MD5 MD5 Model Support]
+
* [[MD5 Model Support]]
* MD3/MD5/MDL model support
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* {{3dgewiki|MD3|MD3 Model Support|linkonly=1}}
 
* 2 player [[splitscreen]] [[co-op]] or [[deathmatch]] (local only)
 
* 2 player [[splitscreen]] [[co-op]] or [[deathmatch]] (local only)
 
* [http://wiki.multimedia.cx/index.php?title=RoQ RoQ] video support for cinematics
 
* [http://wiki.multimedia.cx/index.php?title=RoQ RoQ] video support for cinematics
* Runs on the [[Wikipedia:Dreamcast|Sega Dreamcast]] console, based on a [https://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/DreamEDGE/ modified EDGE 1.29].
+
* [https://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/DreamEDGE/ Runs] on the [[Wikipedia:Dreamcast|Sega Dreamcast]] console.
* Post-processing effects
+
* GLSL Post-processing effects
* [[DDF]] enhancements and additions
+
* Normal/Spec/Brightmap support on models
 
+
* [[DDF]]/[[RTS]] enhancements and bugfixes
  
== In-Progress (2.1+)==
+
== In-Progress ==
* OpenGL 2.0 renderer upgrade with support for normal, specular, and bump maps on all surfaces.
+
* PolyObjects (available in the latest devbuilds, more types will be supported in the future)
* New Dynamic Light and Shadows system
+
* Normal/Spec/Brightmap support on textures
* New scripting language [[SPLINE]], which allows the engine to utilize spline-based cameras for everything
+
* True Inventory Support
 +
* Camera-Man Script: New scripting language which allows the engine to utilize spline-based cameras for in-engine cutscene and complete camera control, also linked through COAL.
 +
* Dynamic Planar Shadow System for Dynamic Lights
 +
* Half-Life MDL and MS3D Model Format Support
 
* Quake 3: Arena-style shader-based sky system
 
* Quake 3: Arena-style shader-based sky system
* Fragglescript support
+
* Better BOOM Compatibility
* Decals
+
* Decals on all surfaces
* Simple Shadows for sprites (separate from the model-based shadows)
+
* Wolfenstein 3D support (WLF_*)
* Additional 3D model support (MS3D, DMD, IQM, PSA/PSK)
+
* Rise of the Triad support (ROTT_*)
 +
* Blake Stone support (BLK_*)
 +
* Strife IWAD
  
[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.
+
[https://www.youtube.com/watch?v=PpzvWcz7uDY Heretic support is being finalized] and is in beta as of {{:{{PAGENAME}}/Version}}, using a similarly named definition file called HDF (Heretic Definition File). The HDF definitions were written initially by CeeJay, before the 3DGE Team took over to write proper IWAD support.
  
 
== External links ==
 
== External links ==
*[http://sourceforge.net/projects/edge2/ Official 3DGE project site]
+
*[https://sourceforge.net/projects/edge2/ Official 3DGE project site]
*[http://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/ 3DGE source release packages], hosted by {{wp|SourceForge}}
+
*[https://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/ 3DGE source release packages], hosted by {{wp|SourceForge}}
 +
*[https://github.com/3dfxdev/hyper3DGE 3DGE git repository], hosted by github
 +
*[https://devbuilds.drdteam.org/3dge/ Compiled SVN builds] for Windows, Linux, Mac, and Dreamcast at [[DRD Team]]
 
*{{3dgewiki|Main Page|Documentation}}
 
*{{3dgewiki|Main Page|Documentation}}
 
{{s-start}}
 
{{s-start}}
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{{s-bef|before=[[EDGE]]}}
 
{{s-bef|before=[[EDGE]]}}
 
{{s-ttl|title=3DGE}}
 
{{s-ttl|title=3DGE}}
 +
{{s-non|reason=Active}}
 
{{s-end}}
 
{{s-end}}
 
[[Category:Source ports]]
 
[[Category:Source ports]]
 
[[Category:Boom compatible]]
 
[[Category:Boom compatible]]
 
[[Category:Doom ports]]
 
[[Category:Doom ports]]
 +
[[Category:Limit removing source ports]]
 
[[Category:OpenGL ports]]
 
[[Category:OpenGL ports]]

Revision as of 06:27, 13 December 2017

3DGE, Hyper3DGE, Dream3DGE
3DGE Logos.png
Codebase EDGE
Developer(s) Coraline (Chu), Alex Nesemann, Joseph Fenton, Rachael Alexanderson (Eruanna), Brendan Doe, Damir Srpčič
Non-Developer(s) Chris Mullen (CeeJay), UsernameAK, gameblabla, Andrew Apted, Josh Pearson, Benjamin Moir
Development status Active
Written in C++, QuakeC (modified), ASM
Target Platform Windows, KallistiOS, MacOSX, Linux
License GNU General Public License v2+
Website http://edge2.sf.net/
3DGE, also called Hyper3DGE (internally referenced as EDGE2, also sometimes referred to as just "EDGE"), 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 Linux binaries, though the user can build the 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 the day EDGE ceased development.

As well as adding new features, the team also incorporated many fixes for overlooked bugs left behind from EDGE. The name is a deliberate 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) for the Dreamcast platform.

A few notable mods in development are Duke it Out in DOOM and Doom Forever, both 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. The full list of known and active mods are here.

Dream3DGE was 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 SH-4 CPU.

Features

As of the development builds for v2.1.0:

In-Progress

  • PolyObjects (available in the latest devbuilds, more types will be supported in the future)
  • Normal/Spec/Brightmap support on textures
  • True Inventory Support
  • Camera-Man Script: New scripting language which allows the engine to utilize spline-based cameras for in-engine cutscene and complete camera control, also linked through COAL.
  • Dynamic Planar Shadow System for Dynamic Lights
  • Half-Life 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 finalized and is in beta as of 3DGE/Version, using a similarly named definition file called HDF (Heretic Definition File). The HDF definitions were written initially by CeeJay, before the 3DGE Team took over to write proper IWAD support.

External links

Source code genealogy
Based on
EDGE
3DGE

Template:S-non