Build (game engine)
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.Later versions of Ken Silverman's Build Engine allowed game selected art tiles to be replaced by 3D objects made of voxels.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").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.In addition to an expanded range of vertical construction, ROR was often used to give bodies of water translucent surfaces.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.[2] On June 20, 2000 (according to his website) Ken Silverman released the Build Engine source code under a proprietary non-commercial license.On April 1, 2003, after several years of claims to the contrary, 3D Realms released the source code to Duke Nukem 3D under the GPL-2.0-or-later license.[12] Not long afterwards, both Ryan C. Gordon (icculus) and Jonathon Fowler (JonoF) created and released source ports of the game, including the Build Engine.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.[31] Meanwhile DN3DooM,[32][33][34] Shadow Warrior TC,[35] Doomed Redneck,[36] Re-Blood,[37] Re-PowerSlave,[38] VietDoom,[39][40][41][42] and Fatedoom[43] adapts those games onto GZDoom.[44] The legal status of these, however, is unclear, though the derived EGwhaven patches for Witchaven were included in the game's Steam and GOG.com re-releases.[48] This was then used as a reference for an otherwise reverse engineered port to Java using LibGDX called BloodGDX in May 2017 by Alexander Makarov (M210), the previous author of BloodCM.[59] 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.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.