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{{short description|First-person shooter engine}} {{Infobox software | name = Build Engine | logo = Build_engine_logo.png | logo size = 230 | screenshot = Build engine screenshot.png | caption = Screenshot showing Build in 2D mode | developer = [[Ken Silverman]] | released = {{Start date and age|1995|09|30}} | latest_release_version = | latest release date = | latest_preview_version = | latest_preview_date = | operating_system = | repo = {{URL|http://advsys.net/ken/buildsrc/}} | license = [[Source-available software|Source-available]]<ref name="buildlic.txt">{{cite web|title=buildlic.txt|url=http://eduke32.com/buildlic.txt|date=2000-06-20|archive-url=https://web.archive.org/web/20170512141124/http://eduke32.com/buildlic.txt|archive-date=2017-05-12|url-status=live}}</ref> | website = {{URL|http://advsys.net/ken/build.htm}} | replaced_by = [[#Successor|Build 2]] }} The '''Build Engine''' is a [[first-person shooter engine]] created by [[Ken Silverman]], author of ''[[Ken's Labyrinth]]'', for [[3D Realms]]. Like the [[Doom engine|''Doom'' engine]], the Build Engine represents its world on a [[2D computer graphics|two-dimensional]] grid using closed 2D shapes called sectors, and uses simple flat objects called [[Sprite (computer graphics)|sprites]] to populate the world geometry with objects. The Build Engine is generally considered to be a [[2.5D]] engine, as the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Some floors can be lower and some can be higher; the same is true with ceilings (in relation to each other). Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. With this information, the Build Engine renders the world in a way that looks [[3-D computer graphics|three-dimensional]], unlike modern game engines that create actual 3D environments. Though the Build Engine achieved most of its fame from powering the [[1996 in video gaming|1996]] [[first-person shooter]] ''[[Duke Nukem 3D]]'', it was also used for many other games. == Technical features == === Sectors === Sectors are the building blocks of a level's layout, consisting of a two-dimensional [[polygonal]] outline when viewed from above, with the top and bottom [[face (geometry)|faces]] of the sector given separate [[altitude]]s to create a three-dimensional space.<ref name=Retroact2>{{cite magazine |last=Rule|first=Duncan |url=https://issuu.com/retroaction/docs/retroaction_issue_2|title=Building Classics |magazine=Retroaction|issue=2|date=Summer 2009|pages=8–15|access-date=26 December 2021}}</ref> Hence, all walls are perfectly vertical—anything appearing otherwise is technically a sloped floor or ceiling. The word ''room'' can be used as a loose substitute to aid understanding, though one room in the game world can consist of many sectors, and [[parallax]]ed skies can give the illusion of being outdoors. Sectors can be manipulated in real-time; ''all'' of their attributes such as shape, height, and slope could be modified "on-the-fly" by games, unlike the earlier [[Doom engine|''Doom'' engine]]. This allowed games to have destructible environments, such as those seen in ''[[Blood (video game)|Blood]]''.<ref name=Retroact2/> This technique is similar to the use of push walls in the earlier [[Apogee Software]] title ''[[Rise of the Triad]]'' which featured similar dynamic environments. Developers of games based on the engine used special reserved "sprites" (game objects), often called "sector {{sic|effectors}}", that, when given special tags (numbers with defined meanings), would allow the level designer to construct a dynamic world; similar tag information could be given to the sector walls and floor area to give a sector special characteristics. For example, a particular sector effector may let players fall through the floor if they walk over it and teleport them to another sector; in practice, this could be used to create the effect of falling down a hole to a bigger room or creating a body of water that could be jumped into to explore underwater. A sector could be given a tag that made it behave like an elevator or lift. Sectors could overlap one another, provided they could not be seen at the same time (if two overlapping sectors were seen at the same time, a [[hall of mirrors effect]] resulted).<ref name="rpshobeauty">{{cite web |last=Zak |first=Robert |date=13 April 2016 |title=The Beauty of the Build Engine |url=https://www.rockpapershotgun.com/2016/04/13/build-engine-duke-nukem-blood-shadow-warrior/ |publisher=[[Rock, Paper, Shotgun]]}}</ref> This allowed the designers to create, for instance, air ducts that appeared to extend across the top of another room (however, doing so could be tricky for designers due to the 2D viewpoint used for much of the editing process). This allowed the designers to create worlds that would be physically impossible (e.g. a doorway of a small building could lead into a network of rooms larger than the building itself). While all these made the games using the engine appear to be 3D, it wouldn't be until later first-person shooters, such as ''[[Quake (video game)|Quake]]'', which used the [[Quake engine|''Quake'' engine]], that the engine actually stored the world geometry as true 3D information, making the creation of one area stacked atop another area in a single map very feasible. === Voxels === Later versions of Ken Silverman's Build Engine allowed game selected art tiles to be replaced by 3D objects made of [[voxel]]s. This feature appeared too late to be used in ''Duke Nukem 3D'', but was seen in some of the later Build Engine games. ''Blood'' uses voxels for weapon and ammo pickups, power-ups, and eye-candy (such as the tombstones in the "Cradle to Grave" level, some chairs, and a [[crystal ball]] in "Dark Carnival"). ''Shadow Warrior'' makes even more advanced use of the technology, with voxels that can be placed on walls (all of the game's switches and buttons are voxels). For several years, Ken worked on a modern engine based entirely on voxels, known as ''[[Voxlap]]''. === Room over room === One limitation of the Build Engine is that its level geometry is only capable of representing one connection between sectors for any given wall. Due to this, a structure as simple as a shelf with space both above and below it is impossible, though sometimes sprites or voxels can be substituted. Buildings with several floors are technically possible, but it is not possible for such a building to contain an external window directly above or below another window. In addition, some liberties will need to be taken with the staircases, elevators, and other methods of access for each floor. Several Build Engine games (namely ''Shadow Warrior'', ''Blood'', and ''Redneck Rampage'') worked around this by displaying a "viewport" to another sector through an additional rendering pass. This technique, called ''[[room-over-room]]'' (ROR), appears seamless to the player. In addition to an expanded range of vertical construction, ROR was often used to give bodies of water [[translucent]] surfaces. ROR was never a feature of the Build Engine itself, but rather a "trick" that was created by game developers. A trick used in ''Duke Nukem 3D'' to get around this, as in the case of its opaque underwater sections, was to simply transport the player quickly to another region of the map made to mimic it, similar to the elevators from ''[[Rise of the Triad]]''. In 2011, a feature was added to EDuke32 called ''true room over room'' (TROR), which allows multiple sectors to be stacked vertically so that each sector's wall has its own connection, enabling vertically-unrestricted structures. The difference between ROR and TROR is that TROR sectors physically overlap in the map data and editor (allowing for easy creation and visualization), rather than being drawn from separate locations using view portals, hence ''true'' room over room. TROR is a feature of the EDuke32 source port, not a game feature or trick. == List of Build Engine games == === Games that are built directly on the Build Engine === {| class="wikitable sortable" !Year !Title !Developer !Notes |- |1994 |''Rock'n Shaolin: Legend of Seven Paladins 3D'' |Accend Inc. |Illegally used an earlier version of the engine, only released in Taiwan and South Korea.<ref>{{Cite tweet|number=873900494246338560|user=lazygamereviews|title=As a result, Legends of the Seven Paladins (illegally) became the first Build Engine game, using code they didn't have the rights to.|author=[[Clint Basinger]]|date=2017-06-11|access-date=2022-09-16}}</ref><ref>{{cite web |title=TWIM |url=http://www.hardcoregaming101.net/korea/part2/company-twim.htm#imkkeokjeong |access-date=2017-07-01 |website=Hardcore Gaming 101 |department=A History of Korean Gaming}}</ref> |- | rowspan="2" |1995 |''[[Witchaven]]''<ref name="Retroact2" /> | rowspan="2" |[[Capstone Software]] | |- |''[[William Shatner's TekWar]]''<ref name="Retroact2" /> | |- | rowspan="3" |1996 |''[[Duke Nukem 3D]]''<ref name="NGen10">{{cite magazine |date=October 1995 |title=3D Realms |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=10 |pages=99–102}}</ref> |[[3D Realms]] |Also ''Plutonium PAK'', ''Atomic Edition'', ''Duke!ZONE II'', ''Xtreme'', ''Duke it Out in D.C.'', ''Life's a Beach'' and ''Nuclear Winter'' expansions. |- |''[[PowerSlave]]'' |[[Lobotomy Software]] | |- |''[[Witchaven II: Blood Vengeance]]'' |[[Capstone Software]] | |- | rowspan="2" |1997 |''[[Blood (video game)|Blood]]''<ref name="NGen10" /> |[[Monolith Productions]] |Also ''Plasma Pak'' and ''Cryptic Passage'' expansions. |- |''[[Shadow Warrior (1997 video game)|Shadow Warrior]]''<ref name="NGen10" /> |[[3D Realms]] |Also ''Twin Dragon'' and ''Wanton Destruction'' expansions. |- |2024 |''Skilander'' |Hackers and Hiihtoliitto |Released at the Revision 2024 gamedev competition.<ref>{{cite web |title=Demozoo |url=https://demozoo.org/parties/4791/results_file/1733 |access-date=2024-05-17 |website=Revision 2024 results - Demozoo}}</ref><ref>{{cite web |title=Pouet.net |url=https://www.pouet.net/prod.php?which=96636 |access-date=2024-05-17 |website=Skilander by Hackers & Hiihtoliitto - Pouet.net}}</ref> |} === Games that are based on the ''Duke Nukem 3D'' code === {| class="wikitable sortable" !Year !Title !Developer !Notes |- |1997 |''[[Redneck Rampage]]'' | rowspan="3" |[[Xatrix Entertainment]] |Also ''Suckin' Grits on Route 66'' expansion. |- | rowspan="5" |1998 |''[[Redneck Rampage Rides Again]]'' | |- |''[[Redneck Deer Huntin']]'' | |- |''[[Extreme PaintBrawl]]'' |Creative Carnage | |- |''[[NAM (video game)|NAM]]'' |TNT Team | |- |''Liquidator''<ref>{{cite web|url=http://dukertcm.com/knowledge-base/reviews-mod-eduke32/liquidator.html|first=Zykov|last=Eddy|title=The Liquidator|website=RTCM - EDuke32 Duke3D Mod Reviews|date=2013-06-12|access-date=2023-03-21}}</ref> |[[Akella]] |Illegally used the engine, only released in Russia. |- |1999 |''[[WWII GI]]'' |TNT Team |Also ''WWII GI: Platoon Leader'' expansion. |- |2019 |''[[Ion Fury]]'' |Voidpoint | rowspan="2" |via ''[[EDuke32]]''. |- |2022 |''A.W.O.L.''<ref>{{cite web|first=Liam |last=Dawe |title=A.W.O.L. is a new FREE retro FPS using the Build Engine (Duke Nukem 3D, Ion Fury) |url=https://www.gamingonlinux.com/2022/09/awol-is-a-new-free-retro-fps-using-the-build-engine-duke-nukem-3d-ion-fury/ |website=GamingOnLinux |date=2022-09-16 |access-date=2023-03-15}}</ref> |Shotspark Studios |} === Unreleased Build Engine games === * ''Fate'' (unfinished, only a demo exists) * ''Corridor 8: Galactic Wars'' (unfinished, source code is available) ==Development== The Build Engine was essentially a one-man project for Ken Silverman, though he consulted [[John Carmack]] for guidance early in the project.<ref name=rpshobeauty/> Silverman was hired by 3D Realms on the basis of his demo for Build. Though he continued to refine the engine after becoming employed at 3D Realms, according to Silverman he never teamed with any other 3D Realms employees on the project and was never directed to tailor the engine towards any particular game.<ref name=Retroact2/> == 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> == Successor == After multiple attempts to design a successor to Build, Silverman again began experimenting with such an idea in 2006. He used this work - now called '''Build 2''' - while teaching 3D game programming to children at a summer camp from 2007 until 2009, and work continued until 2011 when he lost interest in the project. It features a more advanced lighting system, voxel rendering for entities and true room-over-room 3D spaces, and at least in part retained backwards compatibility with the original Build. Silverman released his drafts to the public on March 7, 2018.<ref>{{cite web |last=Tarason |first=Domonic |date=9 March 2018 |title=Ken Silverman's long-lost BUILD2 engine released |url=https://www.rockpapershotgun.com/2018/03/09/ken-silvermans-long-lost-build2-engine-released/ |access-date=23 June 2018 |publisher=[[Rock, Paper, Shotgun]] |page=1}}</ref><ref>{{cite web |last=Wawro |first=Alex |date=9 March 2018 |title=Now you can muck around with the Build Engine successor: Build2 |url=https://www.gamedeveloper.com/programming/now-you-can-muck-around-with-the-build-engine-successor-build2 |access-date=23 June 2018 |publisher=[[Gamasutra]] |page=1}}</ref> The source code was published under a proprietary non-commercial license on June 8, 2019.<ref>{{Cite web|url=http://advsys.net/ken/buildsrc/build2.htm|title=BUILD2 Demo and Tools|website=advsys.net|access-date=2019-08-22}}</ref> == References == {{reflist}} == External links == * [http://advsys.net/ken/build.htm Ken Silverman's Build Engine Page] * [http://advsys.net/ken/buildsrc/build2.htm BUILD2 Demo and Tools] * [https://www.youtube.com/watch?v=Tp8j-9XqADE Build Engine basic tutorial using mapster32] {{Build engine games}} {{Video game engines}} {{3D Realms}} {{DEFAULTSORT:Build Engine}} [[Category:1995 software]] [[Category:Game engines for Linux]] [[Category:Video game engines]]
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