Difference between revisions of "3DGE"

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{{InfoboxSourcePort
 
{{InfoboxSourcePort
 
|title = 3DGE, Hyper3DGE, Dream3DGE
 
|title = 3DGE, Hyper3DGE, Dream3DGE
|developer = [[Corbin. A]], [[Alex Nesseman]], [[Stroggos]]
+
|developer = [[Corbin. A]], [[Alex Nesseman]]
 
|nondeveloper = [[Chris Mullen (CeeJay)]]
 
|nondeveloper = [[Chris Mullen (CeeJay)]]
 
|baseparent = [[EDGE]]
 
|baseparent = [[EDGE]]
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|programming language = [[Wikipedia:C++|C++]], [[Wikipedia:Lua_(programming_language)|Lua]], ASM
 
|programming language = [[Wikipedia:C++|C++]], [[Wikipedia:Lua_(programming_language)|Lua]], ASM
 
|status = Active
 
|status = Active
|platform = Windows, KallistOS, Cross-Platform
+
|platform = Windows, KallistiOS, Cross-Platform
 
|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 only comes with Windows binaries, though the user can build both Linux and Macintosh versions from source.
+
|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 only comes with Windows binaries, though the user can build both Linux and Macintosh 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 team still receives help from Andrew Apted when applicable.  
+
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 [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.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].
  
'''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].  
+
'''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.
  
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 utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.
  
== Features (1.36+) ==
+
== Features (1.36f/1.4) ==
 
* All EDGE 1.35 features
 
* All EDGE 1.35 features
 +
* Rendering interpolation - "uncapped" framerate (available in version 1.4A)
 
* Several important bugs squashed
 
* Several important bugs squashed
 
* Heretic/Chex IWAD support
 
* Heretic/Chex IWAD support
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== In-Progress (1.4/2.0)==
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== In-Progress (2.0)==
* Rendering interpolation - "uncapped" framerate (available in version 1.4A)
 
 
* 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.
 
* MD5 Model Support, with Level-of-Detail implementation and TCMOD shaders
 
* MD5 Model Support, with Level-of-Detail implementation and TCMOD shaders
 
* Quake 3: Arena-style shader-based sky system
 
* Quake 3: Arena-style shader-based sky system
* ACS/DECORATE support/converters
+
* ACS/Fragglescript support
  
[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] 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 ==
 
== External links ==
 
*[http://sourceforge.net/projects/edge2/ Official 3DGE project site]
 
*[http://sourceforge.net/projects/edge2/ Official 3DGE project site]
 
*[http://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/ 3DGE source release packages], hosted by {{wp|SourceForge}}
 
*[http://sourceforge.net/projects/edge2/files/3DGE%20SOURCE/ 3DGE source release packages], hosted by {{wp|SourceForge}}
 
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*{{3dgewiki|Main Page|Documentation}}
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{{s-start}}
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{{s-port}}
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{{s-bef|before=[[EDGE]]}}
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{{s-ttl|title=3DGE}}
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{{s-non|reason=Active}}
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{{s-end}}
 
[[Category:Source ports]]
 
[[Category:Source ports]]
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[[Category:Boom compatible]]
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[[Category:Doom ports]]
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[[Category:OpenGL ports]]

Revision as of 21:26, 27 October 2014

3DGE, Hyper3DGE, Dream3DGE
3DGE Logos.png
Codebase EDGE
Developer(s) Corbin. A, Alex Nesseman
Non-Developer(s) Chris Mullen (CeeJay)
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 only comes with Windows binaries, though the user can build both Linux and Macintosh 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.

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 utilities KallistiGL instead of OpenGL for important rendering functions concerning the SH2 CPU.

Features (1.36f/1.4)

  • All EDGE 1.35 features
  • Rendering interpolation - "uncapped" framerate (available in version 1.4A)
  • Several important bugs squashed
  • Heretic/Chex IWAD 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
  • Decals
  • DDF enhancements and additions


In-Progress (2.0)

  • 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/Fragglescript support

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

Template:S-non