Duke4.net Forums: Build 2 Source Code Released by Ken Silverman - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Build 2 Source Code Released by Ken Silverman

User is offline   TON 

  • 75

#1


BUILD 2 Source Code Released !!!

Posted Image

Our idol Ken Silverman has released the source code of BUILD 2


Source Code


http://advsys.net/ke...dsrc/build2.htm

15

User is offline   MusicallyInspired 

  • 3,539

#2

Oooooooo nice! That's huge! I'd love to see what people can do with it.

I wish I was better at programming. I have no clue what I'm doing.

EDIT: Ah but this is just the map editor right? This doesn't affect the fact that we can't yet save....or does it? Is that connected more to EVALDRAW?

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 13 June 2019 - 02:27 PM

0

User is offline   Paul B 

  • 499

#3

Amazing ! A feature i've been requesting for Mapster32 for years is to include a Multi User Editing environment and Build 2 natively supports this. That is a really cool feature and probably my favorite along with: Dynamic Shadows & Spotlights, the Skybox support, Native SOS & no Sector / Wall / Sprite limits !! These are all really massive improvements to the engine. The editor looks completely different though and there's probably a significant learning curve compared to the traditional features we got so accustom to using. I wonder if there is a way to blend Build 2 into Mapster32 without having to get away from the traditional mapping experience.


This post has been edited by Paul B: 13 June 2019 - 07:06 PM

0

User is offline   Micky C 

  • Honored Donor
  • 3,798

#4

This is great news! Build 2 is certainly a unique engine, and it'd be interesting to see if anyone does anything substantial with it. I also wonder if it's possible to adapt any of the smaller features to eduke32, such as arbitrarily rotating textures on walls and ceilings/floors, and scaling ceiling/floor textures. Having something like a 'second wall' in addition to a sector's first wall would greatly increase terrain capability, flexibility, speed of construction, and reduce the number of walls required. However, I expect that these features are too difficult to implement, otherwise they might have been done already. Either that, or they may have a big impact on performance.

In the meantime, the AMC TC is being ported over to Build 2, which will be used for all future development. Stay tuned!

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
2

User is online   Phredreeke 

  • 426

#5

View PostMicky C, on 13 June 2019 - 03:55 PM, said:

In the meantime, the AMC TC is being ported over to Build 2, which will be used for all future development. Stay tuned!


Well, at least it's not Kex Engine :lol:
0

User is offline   TerminX 

  • el fundador
  • 5,636

  #6

View PostMicky C, on 13 June 2019 - 03:55 PM, said:

In the meantime, the AMC TC is being ported over to Build 2, which will be used for all future development. Stay tuned!

Lmao

EDuke32 wiki svn builds bugs
Join us in #eduke32 on irc.freenode.net!
0

User is offline   Zaxtor 

  • 1,761

#7

Soo nice.
Looks very Unreal engine and other non-duke games engine
PS
I think is similar to Doom Engine today, that uses TROR etc

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 14 June 2019 - 01:19 AM

0

User is online   Mark 

  • Honored Donor
  • 2,943

#8

View PostMicky C, on 13 June 2019 - 03:55 PM, said:

In the meantime, the AMC TC is being ported over to Build 2, which will be used for all future development. Stay tuned!

when I read that I checked my calendar to see if it was April 1st.
0

User is offline   MusicallyInspired 

  • 3,539

#9

A year ago when this was first released I was emailing Ken back and forth. One of my questions was if he would consider releasing the source in the future. His reply was:

Quote

Perhaps in another 10 years : P


I guess he was speaking in base 2 lol.

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 14 June 2019 - 01:37 PM

5

User is offline   Altered Reality 

  • 216

#10

It's a real shame that the rendering is software-only (which means no additional shaders and no stereoscopy) because it looks really cool.

If your brain tells you one thing and your heart tells you another, get rid of those silly doubts and listen to your brain.
-
There is no darkness, only the absence of light.
There is no cold, only the absence of heat.
There is no faith, only the absence of logic.
0

User is offline   MusicallyInspired 

  • 3,539

#11

Well now that we have the source shouldn't that be possible? Or do we also need the source for Evaldraw?

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 14 July 2019 - 05:29 AM

0

User is offline   Photonic 

  • 1,282

#12

Yes, Build2 is an editor only. This source release is just that, build2.exe. Evaldraw is needed for the game environment, maybe with the knowledge gained from this source release that could be bypassed and another "game.exe" could be created.
1

User is offline   MusicallyInspired 

  • 3,539

#13

True. Perhaps even coded in regular C/++.

Would it not be possible to add OpenGL support or anything else into Evaldraw given how Build 2 was itself made to compliment Evaldraw?

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble
0

User is offline   Photonic 

  • 1,282

#14

Evaldraw being closed sourced I can't see a way to add a huge liabary like that through it's own scripting system. It's an entire compiling language called Ken C with its own buit in liabaries for stuff. I couldn't even get 3D sound out of it.
0

User is offline   Micky C 

  • Honored Donor
  • 3,798

#15

View PostMusicallyInspired, on 14 July 2019 - 10:20 AM, said:

Would it not be possible to add OpenGL support or anything else into Evaldraw given how Build 2 was itself made to compliment Evaldraw?


Given the relatively large number of abandoned hardware-accelerated renderers for eduke32, I think we can assume adding one to Build 2 would not be a trivial case.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Radar 

  • Banned on TheGearPage
  • 1,174

#16

One cannot give Ken enough credit for writing a renderer that he actually completed. Polymost was literally Ken's "Tony Stark built this in a cave with a box of scraps" moment. And the world responds "I'm not Ken Silverman".

Scan complete
Gay posts detected by user:
johnnythewolf
GAY LEVELS CRITICAL

This post has been edited by Gaydar: 15 July 2019 - 10:04 AM

1

User is offline   MusicallyInspired 

  • 3,539

#17

How realistic is it to see someone create a new environment (possibly powered by CON) and renderer for Build 2? Better yet, incorporate Build 2 compatibility in EDuke32? I know that would require a renderer overhaul and would probably not be worth it. Could EDuke32 be branched and used as a base?

I wish I acclimated to programming as easily as I did to music.

Roland SC-55 Music Packs
Latest release: Heretic SC-55 Music Pack (12/12/18)
*new* Buy the Mage's Initiation Original Soundtrack on Bandcamp by me!
Buy the P&C Adventure/RPG game Mage's Initiation on Steam, GOG, and Humble

This post has been edited by MusicallyInspired: 15 July 2019 - 07:23 AM

0

User is offline   Photonic 

  • 1,282

#18

It would go down more like repeating the steps to get to Eduke32 or acctually JFDuke3D, but minus the Duke3D. There is no game to port, the build2 map format must be available in the source, I haven't looked yet, so theoretically it is very possible now to create an openGL "game.exe" that runs build2 maps, there is a literal svn roadmap in the modern build1 ports, build2 does load build1 maps, it can't be that that different.

added;
Now that I think about it more I'm not too sure any hardware accelerated language would handle the 6 degrees of freedom that Build2 is designed around.

This post has been edited by Photonic: 15 July 2019 - 01:58 PM

1

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Fury! ;) © 2019 Voidpoint, LLC

Enter your sign in name and password


Sign in options