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== Source release and further developments== On June 20, 2000 (according to his website) Ken Silverman released the Build Engine [[source code]] under a proprietary [[non-commercial]] license.<ref>{{cite web|url=http://www.advsys.net/ken/buildsrc/default.htm|title=Ken Silverman's Build Engine Source Code Page|access-date=July 7, 2008}}</ref><ref name="buildlic.txt" /> Silverman explained that after [[id Software]] set a precedent by releasing the source code for the [[Doom engine]], fans had been pressuring him to release the source code for the Build Engine.<ref name=Retroact2/> === Early days === Version 2.0 of '''EDuke''', a project to improve ''Duke Nukem 3D'' for [[modding|modders]] by Matt Saettler (Matteus), was sent to 3D Realms for packaging shortly after the release of the Build source, leaving Duke Nukem 3D the pre-built libraries that 3D Realms had used with the original Duke. (Both ''Duke Nukem 3D'' and ''EDuke'' were still closed-source at this point.) With the 2.1 private [[Software release life cycle|betas]], Saettler worked towards integrating Silverman's build source into the Duke source code, but the project fizzled out before producing anything more than some very buggy private betas. A few total conversion teams for Build games decided to work from Silverman's Build code directly, and an enhanced version of the Build editor known as Mapster was also developed. It was claimed at the time by many on the 3D Realms forums that it would be impossible to port Build to a multitasking operating system, as it needed a large contiguous block of memory that wouldn't be available in a multitasking environment. This statement did not hold up to scrutiny, as all modern operating systems use [[virtual memory]] which allows apps to get contiguous logical memory without using contiguous physical memory, but conventional wisdom of the time was that porting Build to such an OS was unfeasible. === ''Duke Nukem 3D'' source release === On April 1, 2003, after several years of claims to the contrary, 3D Realms released the source code to ''Duke Nukem 3D'' under the [[GNU General Public License|GPL-2.0-or-later]] license.<ref>{{cite web|url=https://www.iconbar.com/articles/Duke_Nukem_3D_on_RISC_OS/index796.html|title=Duke Nukem 3D on RISC OS?|first=Jeffrey|last=Lee|date=2003-04-04|access-date=2024-07-14|website=Icon Bar}}</ref> Not long afterwards, both [[Ryan C. Gordon]] (icculus) and Jonathon Fowler (JonoF) created and released source ports of the game, including the Build Engine. It was possible to play ''Duke Nukem 3D'' well on the NT line of Windows (including Windows 2000/XP) and on [[Linux]] and other [[Unix]] operating systems, and interest in the source ports soared. === icculus.org port === [[Ryan C. Gordon]] (icculus), with the help of others, made the first port of the engine using [[Simple DirectMedia Layer|SDL]]. The port was first to [[Linux]], then to [[Cygwin]], and finally to a native Windows build using the [[Watcom C/C++ compiler|Watcom C++]] compiler, which was the compiler used for the original DOS build (despite being compiled with Watcom C++, Build is plain C.)<ref>{{cite web|url=http://icculus.org/BUILD/|title=The BUILD Engine|website=[[icculus.org]]|first=Ryan|last=Gordon|author-link=Ryan C. Gordon|access-date=2024-05-15}}</ref> There was some talk of Matt Saettler using this to port ''EDuke'' to Windows, but nothing came of it. A port of ''Duke Nukem 3D'' was later produced after the source was released.<ref>{{cite web|url=https://icculus.org/duke3d/|title=Duke Nukem 3D|website=[[icculus.org]]|first=Ryan|last=Gordon|author-link=Ryan C. Gordon|access-date=2024-05-15}}</ref> This was also forked by David Koenig (Rancidmeat) as Duke3d_w32 which was in turned forked into the multiplayer focused xDuke, hDuke, nDuke and rDuke. === JonoF port === A second source port was made to Windows, and later to Linux and Mac OS X, by Jonathon Fowler (JonoF). This port, JFDuke3D, initially did not have network game support, though this was added later in development. After a long period of dormancy it was put on [[GitHub]] in 2020 and received updates in 2021 and 2024.<ref>{{cite web|url=https://www.jonof.id.au/jfduke3d/|title=JFDuke3D|website=JonoF's Games and Stuff|first=Jonathan|last=Fowler|access-date=2024-05-15}}</ref><ref>{{cite web|archive-url=https://web.archive.org/web/20230610115744/http://fps.maros.pri.ee/index.php?event=47|url=http://fps.maros.pri.ee/index.php?event=47|title=JonoF's Duke Nukem 3D Port (JFDuke3D)|website=FPS Ports|archive-date=2023-06-10|access-date=2024-05-15}}</ref><ref>{{cite magazine|date=Summer 2020|title=JFDuke3D|url=https://pocketmags.com/us/linux-format-magazine/summer-2020/articles/792138/jfduke3d |magazine=[[Linux Format]]|access-date=2024-05-15}}</ref> He also ported the Ken-Build test game.<ref>{{cite web|url=http://www.jonof.id.au/jfbuild/index.html|title=JFBuild|website=JonoF's Games and Stuff|first=Jonathan|last=Fowler|access-date=2024-05-15}}</ref> ==== Polymost ====<!-- This section is linked from [[Duke Nukem 3D]] --> The task of updating the Build Engine to a true 3D renderer was taken on by Silverman himself. In the release notes for Polymost, he wrote: "When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or Direct3D port. Well, after a few months passed, I saw no sign of somebody working on a true hardware-accelerated port of Build, just people saying it wasn't possible. Eventually, I realized the only way this was going to happen was for me to do it myself."<ref>{{cite web |last1=Fowler |first1=Jonathon |title=Release Notes for JFDuke3D |url=http://static.jonof.id.au/modsuppt/jfduke3d/releasenotes.html |website=JonoF's Games and Stuff |archive-url=https://web.archive.org/web/20140617180152/http://static.jonof.id.au/modsuppt/jfduke3d/releasenotes.html |archive-date=June 17, 2014 |date=October 9, 2005 |url-status=dead}}</ref> The Polymost renderer allowed for 3D hardware-accelerated graphics using [[OpenGL]]. It also introduced "hightile", a feature that made it possible to replace the game's original textures with high-resolution replacements in a variety of formats. Polymost has been utilized in Jonathon Fowler's JFBuild, JFDuke3D, JFShadowWarrior, and source ports derived from their code bases. === EDuke32 === A month after the game code, the source for EDuke 2.0 was also released,<ref>{{cite web|url=https://rtcm.site/knowledge-base/downloads-rtcm/src-eduke-source/|title=Source Code: Matt Saettler's DOS EDuke|author=Corvin|website=RTCM|date=10 May 2013|access-date=13 December 2024}}</ref> followed by the source for the last private beta of ''EDuke'' 2.1 (which never made it to a release version). Richard Gobeille (TerminX) merged the EDuke 2.0 source with JFDuke3D to make ''EDuke32''. Another port, ''Wineduke'', based on the icculus code, has since died off, leaving EDuke32 the only EDuke port still in development.<ref>{{cite web|url=http://fps.maros.pri.ee/index.php?event=24|archive-url=https://web.archive.org/web/20230130083444/http://fps.maros.pri.ee/index.php?event=24|title=WinEDuke|website=FPS Ports|archive-date=2023-01-30|access-date=2024-05-16}}</ref> EDuke32 also supports the games ''NAM'' and ''WWII GI'', as EDuke was based on the code to those games. ==== Polymer ==== On April 1, 2009, an OpenGL shader model 3.0 renderer was revealed to have been developed for EDuke32, named ''Polymer'' to distinguish from Ken Silverman's ''Polymost''. At first it was thought to be an April Fools' joke, but the renderer was later made public. It allows for more modern effects such as real-time dynamic colored lighting and shadow mapping, specular and [[normal mapping]], and other shader-based features in addition to most of the features added to Polymost over the years. Although Polymer is completely usable, it is technically incomplete and unoptimised, and is still in development. The developers of EDuke32 have stated that once Polymer has been rewritten for speed, it will supplant Polymost completely, as it is a superior renderer, and can be made to look identical to Polymost. === Other game ports === {{Infobox software | name = BuildGDX | logo = | screenshot = | caption = | developer = Alexander "[M210]" Makarov | released ={{Start date and age|2018|01|12}} | latest_release_version = 1.17 | latest_release_date ={{Start date and age|2024|08|23}} | latest_preview_version = | latest_preview_date = | operating_system = | platform = [[Java (software platform)|Java]] | genre = [[Game engine]] | license = [[Source-available software|Source-available]], [[GNU GPL]] v2 | website = {{URL|https://m210.duke4.net/}} | repo = {{URL|https://gitlab.com/m210/BuildEngine}} | replaced_by = NuBuildGDX }} The ''[[Shadow Warrior (1997 video game)|Shadow Warrior]]'' source code was released on April 1, 2005 under the [[GNU General Public License|GPL-2.0-or-later]] license, and JonoF released a source port of it, JFShadowWarrior, on April 2, 2005.<ref>{{cite web|url=http://www.captainwilliams.co.uk/gaming/shadowwarrior/shadowwarrior.php|website=Captain Williams|title=Shadow Warrior Feature|access-date=2023-03-21|quote=''On April 1, 2005 3D Realms released the source code for SW's engine under GPL. The timing of the source release lead to believe it was an April fools joke, it spawned its first source port a day later entitled JFShadowWarrior and had the improvements of JFDuke3D and Linux support.''}}</ref> However, he admitted that he had access to the ''Shadow Warrior'' source code about a week before its release.<ref>{{cite web|last=Fowler|first=Jonathon|title=JFShadowWarrior|url=http://www.jonof.id.au/forum/index.php?topic=308|archive-url=https://web.archive.org/web/20071106084953/http://www.jonof.id.au/forum/index.php?topic=308|archive-date=2007-11-06|publisher=JonoF's|access-date=3 August 2011|page=1|date=3 April 2005|quote=…I [JonoF] did have a week head start…}}</ref> The port was left in a partially incomplete state, before being put on [[GitHub]] in 2020 and receiving updates in 2021 and 2024. The earlier version was later forked by Ben Smit (ProASM) for the SWP port.<ref>{{cite web|url=http://thegamersjournal.com/fps/pc/shadowwarrior/port.php|title=Shadow Warrior (PC) - OpenGL Port|website=The Gamer's Journal|first=Vaughn|last=Royko|date=2006-03-01|access-date=2023-03-20}}</ref> An icculus port of ''Shadow Warrior'' was started, but remained alpha.<ref>{{cite web|url=https://icculus.org/shadowwarrior/|title=Shadow Warrior|website=[[icculus.org]]|first=Ryan|last=Gordon|author-link=Ryan C. Gordon|access-date=2024-05-15}}</ref> A VoidSW port by the ''[[Ion Fury]]'' and EDuke32 developers entered public beta on May 21, 2020.<ref>{{cite web|url=http://www.nuku.de/archives/2022/01/04/shadow-warrior.html|title=Shadow Warrior|website=Nuku's Collage of Life|date=2022-04-01|access-date=2023-03-21}}</ref> A fork from an earlier version, called IcedSW, by Justin Marshall (IceColdDuke) also exists.<ref>{{cite web|url=https://crozzbreed23.wixsite.com/icedsw/sw-iced-port|title=SW Iced Port|first=Justin|last=Marshall|access-date=2024-05-16}}</ref> The ''Transfusion'' project aimed to re-create ''[[Blood (video game)|Blood]]'' in the [[Quake engine|DarkPlaces engine]],<ref>{{cite web|url=http://www.gameindustry.com/interviews/int030320.asp|archive-url=https://web.archive.org/web/20030408231711/http://www.gameindustry.com/interviews/int030320.asp|website=Game Industry News|title=Devoted to the cause - Blood Transfusion to save aging game|first=Gareth|last=Von Kallenbach|date=2003|archive-date=2003-04-08}}</ref> but as of 2007, this project was far from complete, though it has playable deathmatch multiplayer; a similar project is ''BloodCM'' which recreates all of the Monolith made single player levels for ''Blood'' on top of EDuke32,<ref>{{cite web|url=https://www.high-voltage.cz/sortky/bloodcm-blood-v-eduke32/|title=BloodCM – Blood v Eduke32|date=2017-04-07|author=Sledge|website=High Voltage|access-date=2023-03-23}}</ref> as well as ''ZBlood'' which ports some ''Blood'' assets and levels onto [[List of Doom source ports|ZDoom]].<ref>{{cite web|url=https://linuxgamingnews.org/2009/11/09/i-live-again/|title=I Live, Again...|first=Maxim|last=Bardin|website=Linux Gaming News|date=2009-11-09|access-date=2023-02-19}}</ref> The ''eRampage'' project attempted to create a [[total conversion]] of ''[[Redneck Rampage]]'' for EDuke32.<ref>{{cite web|url=https://www.play-old-pc-games.com/2013/03/21/redneck-rampage/|title=Play Redneck Rampage on Windows Vista, 7 or 8|website=Play Old PC Games|date=2013-03-21|access-date=2023-03-19}}</ref> Meanwhile ''DN3DooM'',<ref>{{cite web|url=https://www.thegamer.com/doom-nukem-modder-brings-duke-to-doom/|title=Doom Nukem? Modder Brings Duke To Doom|first=Bella|last=Blondeau|date=2020-10-08|website=The Gamer|access-date=2024-05-10}}</ref><ref>{{cite web|url=https://www.pcgamesn.com/doom/mod-duke-3d|title=Duke Nukem while you Doom with this crossover mod|first=Nic|last=Reuben|date=2020-10-07|website=[[PCGamesN]]|access-date=2024-05-10}}</ref><ref>{{cite web|url=https://www.dsogaming.com/news/duke-nukem-3d-total-conversion-mod-for-doom-version-1-06-released/|title=Duke Nukem 3D Total Conversion Mod for Doom Version 1.06 Released|date=2020-10-07|first=John|last=Papadopoulos|website=DSOGaming|access-date=2024-05-10}}</ref> ''Shadow Warrior TC'',<ref>{{cite web|url=https://www.gamingroom.net/games/patches-addons-editores/shadow-warrior-total-conversion/|date=2016-09-17|title=Shadow Warrior Total Conversion|website=GamingRoom.NET|access-date=2024-05-09}}</ref> ''Doomed Redneck'',<ref>{{cite web|url=https://www.gamingroom.net/games/patches-addons-editores/doomed-redneck/|date=2023-03-17|title=Doomed Redneck|website=GamingRoom.NET|access-date=2024-05-09}}</ref> ''Re-Blood'',<ref>{{cite web|url=https://kotaku.com/games/re-blood|title=Re-Blood|website=[[Kotaku]]|access-date=2024-05-10}}</ref> ''Re-PowerSlave'',<ref>{{cite web|url=https://www.gamingroom.net/games/patches-addons-editores/re-powerslave/|date=2024-01-17|title=Re-PowerSlave|website=GamingRoom.NET|access-date=2024-05-09}}</ref> ''VietDoom'',<ref>{{cite web|url=https://www.gamewatcher.com/news/vietdoom-brutal-doom-vietnam|title= VietDOOM is Apocalypse Now in DOOM|date=2019-08-15|first=Filip|last=Galekovic|website=Game Watcher|access-date=2024-05-10}}</ref><ref>{{cite web|url=https://www.vg247.com/vietdoom-doom-mod-id-software|title=VietDoom is the love-child of Apocalypse Now and id Software|first=Emily|last=Gera|date=2019-08-15|website=[[VG247]]|access-date=2024-05-10}}</ref><ref>{{cite web|url=https://www.gamingonlinux.com/2019/12/developer-of-brutal-doom-reveals-new-project-vietdoom-alpha-01-already-available/|title=Developer of Brutal Doom reveals new project: VietDoom; alpha 0.1 already available|first=Daniel|last=Palacio|website=[[GamingOnLinux]]|date=2019-12-27|access-date=2024-05-10}}</ref><ref>{{cite web|url=https://thegg.net/game-mods/sergeant-mark-iv-is-working-on-a-vietnam-war-inspired-doom-2-mod-called-vietdoom/|title=Sergeant Mark IV is working on a Vietnam war inspired "Doom II" mod called "VietDoom"|first=Robin|last=Ek|date=2019-08-26|access-date=2024-05-10}}</ref> and ''Fatedoom''<ref>{{cite web|url=https://twitter.com/game_obscure/status/1746656815256072553|title=Fate|website=Obscure Game Aesthetics|access-date=2024-05-10|quote=The only remaining part of the game is a 4-level demo with 7 weapons and 10 enemies, released just before IntraCorp's closure.... There's also a mod called Fatedoom that transports the demo's content into Doom.}}</ref> adapts those games onto [[GZDoom]]. The source code of ''[[Witchaven]]'', ''[[Witchaven II: Blood Vengeance]]'', ''[[William Shatner's TekWar]]'', and ''Corridor 8: Galactic Wars'' also surfaced in 2007 from developer Les Bird.<ref>{{cite web|url=https://lesbird.github.io/capstone/index.html|title=CAPSTONE GAMES ARCHIVE|first=Les|last=Bird|website=[[GitHub]]|date= 17 July 2014|access-date=13 December 2024}}</ref> The legal status of these, however, is unclear, though the derived EGwhaven patches for ''Witchaven'' were included in the game's [[Steam (service)|Steam]] and [[GOG.com]] re-releases.<ref>{{cite web|url=https://store.steampowered.com/app/1655430/Witchaven_II_Blood_Vengeance/|title=Witchaven II: Blood Vengeance|website=[[Steam (service)|Steam]]|author=SNEG|access-date=2024-05-12|quote=You're getting two builds: patched (Enhanced) and retail (Original) for those of you who prefer an unaltered experience as a bonus. Both builds are running on DOSBox with a custom configuration tool. The Enhanced build features fixes introduced in EGwhaven, a must-have community project, which addresses an array of bugs and issues with the game (we'd like to thank ETTiNGRiNDER for the contribution to this release). Additionally, the controls are re-mapped to what you'd expect to see as a default in a first-person game nowadays.}}</ref> JonoF released ports for ''Witchaven'' and ''TekWar'' on March 3, 2024;<ref>{{cite web|url=http://www.jonof.id.au/capstone/index.html|title=JFTekWar and JFWitchaven|website=JonoF's Games and Stuff|first=Jonathan|last=Fowler|access-date=2024-05-15}}</ref> with derived ETekWar and EWitchaven ports also prototyped.<ref>{{cite web|url=https://forums.duke4.net/topic/11078-nblood-rednukem-pcexhumed-binaries/|title=NBlood / Rednukem / PCExhumed binaries|website=Duke4|access-date=2024-05-16}}</ref> The full source code for various alpha versions of ''Blood'' have also leaked over time.<ref>{{cite web|title=The Duke Nukem Forever leaker just dropped the source code for another beloved '90s FPS|url=https://www.pcgamer.com/the-duke-nukem-forever-leaker-just-dropped-the-source-code-for-another-beloved-90s-fps/|website=[[PC Gamer]]|first=Ted|last=Litchfield|date=2023-01-05|access-date=2023-11-12}}</ref> This was then used as a reference for an otherwise [[reverse engineered]] port to [[Java (programming language)|Java]] using [[LibGDX]] called BloodGDX in May 2017 by Alexander Makarov (M210), the previous author of ''BloodCM''.<ref>{{cite web |title=You Can Play The Original Blood Using Java Now |url=https://www.kotaku.com.au/2017/05/you-can-play-the-original-blood-using-java-now/ |archive-url=https://web.archive.org/web/20170523034646/https://www.kotaku.com.au/2017/05/you-can-play-the-original-blood-using-java-now/ |url-status=dead |archive-date=May 23, 2017 |website=[[Kotaku]] |author=Alex Walker |date=2017-05-23 |access-date=2020-08-15}}</ref> This followed from the author's previous port of ''TekWar'' released in January 2016,<ref>{{cite web|url=https://www.rockpapershotgun.com/william-shatners-tekwar-lives-again-for-some-reason|website=[[Rock Paper Shotgun]]|title=William Shatner's Tekwar lives again... for some reason|first=Dominic|last=Tarason|date=2018-02-19|access-date=2023-03-20}}</ref> and has been followed up by ports for ''Witchaven'',<ref>{{cite web|url=https://www.rockpapershotgun.com/build-fps-redneck-rampage-source-port|website=[[Rock Paper Shotgun]]|title=Redneck Rampage looks smarter but feels as dumb as ever with this modern port|first=Dominic|last=Tarason|date=2018-09-10|access-date=2023-03-20}}</ref> ''Redneck Rampage'',<ref>{{cite web|url=https://www.dsogaming.com/news/redneckgdx-is-a-java-port-for-redneck-rampage-offering-better-mouse-support-opengl-renderer-and-more/|title=RedneckGDX is a Java port for Redneck Rampage, offering better mouse support, OpenGL renderer and more|website=DSOG|date=2018-09-11|first=John|last=Papadopoulos|access-date=2023-03-19}}</ref> ''Duke Nukem 3D'', ''PowerSlave'', ''Legends of the Seven Paladins'' and ''Shadow Warrior'', now all collectively called BuildGDX.<ref>{{cite web |title=Raze - a new open source fork of EDuke32 backed by GZDoom tech |url=https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/ |website=GamingOnLinux |author=Liam Dawe |access-date=2023-03-19|quote=''One of the team said to think of it a bit like BuildGDX, as Raze "shares the renderer, the sound system and the input/system interface code across games".''}}</ref> DukeGDX also supports the files from the ''20th Anniversary World Tour'' edition of ''Duke Nukem 3D''.<ref>{{cite web|url=https://download.tuxfamily.org/sdtraces/BottinHTML/Bottin_D-J_files/Duke_Nukem_3D__with_BuildGDX_engine_-15876.html|title=Duke Nukem 3D (with BuildGDX engine)|website=The Linux Game Book|access-date=2023-03-20}}</ref> A further port of ''Blood'', called NBlood, was released in January 2019 by Alexey Khokholov (Nuke.YKT) based on EDuke32,<ref>{{cite web |title=NBlood, an open source port of the classic FPS 'Blood' using EDuke32 |url=https://www.gamingonlinux.com/articles/nblood-an-open-source-port-of-the-classic-fps-blood-using-eduke32.13620 |website=GamingOnLinux |author=Liam Dawe |access-date=2020-08-15}}</ref> and the creator's previous Rednukem port for ''Redneck Rampage'' (which also supports ''Duke Nukem 3D'' and ''Duke Nukem 64'').<ref>{{cite web|url=https://download.tuxfamily.org/sdtraces/BottinHTML/Bottin_R-S_files/Redneck_series__with_Rednukem_engine_-15750.html|title=Redneck series (with Rednukem engine)|website=The Linux Game Book|access-date=2023-03-20}}</ref><ref>{{cite web|url=https://download.tuxfamily.org/sdtraces/BottinHTML/Bottin_D-J_files/Duke_Nukem_3D__with_Rednukem_engine_-15715.html|title=Duke Nukem 3D (with Rednukem engine)|website=The Linux Game Book|access-date=2023-03-20}}</ref> An EDuke32 port for ''[[PowerSlave]]'', called ''PCExhumed'', was released on November 21, 2019 by Barry Duncan (sirlemonhead) with help from Nuke.YKT.<ref>{{cite web |title=Exhumed/PowerSlave can now be played easily with a cross-platform game engine |url=https://www.gamingonlinux.com/2020/01/exhumed-powerslave-can-now-be-played-easily-with-a-cross-platform-game-engine/ |website=GamingOnLinux |author=Liam Dawe |access-date=2022-03-19}}</ref> The source port Raze forks various Build engine ports, including JFDuke3D, SWP, NBlood, Rednukem, and PCExhumed, and ties it to a new underlying backend based on the developers' own [[GZDoom]].<ref>{{cite web |title=Raze - a new open source fork of EDuke32 backed by GZDoom tech |url=https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/ |website=GamingOnLinux |author=Liam Dawe |access-date=2020-08-15}}</ref> NBlood and PCExhumed have also been backported to JFBuild for the purpose of adapting it to platforms such as the [[Amiga]], [[PlayStation Vita]] and [[Nintendo 3DS]].<ref>{{cite web|url=https://wololo.net/2022/11/17/ps-vita-release-jfblood-vita-blood-port/|website=Wololo.net|title=PS Vita Release: jfblood-vita (Blood port)|author=TheGuardian|date=2022-11-17|access-date=2024-05-15}}</ref>
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