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Build (game engine)

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Last Updated: 18 January 2022

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Build (game engine)

Developer(s)Ken Silverman
Initial releaseSeptember 30, 1995 ; 25 years ago ( 1995-09-30 )
Repositoryadvsys .net /ken /buildsrc /
SuccessorBuild 2
LicenseCustom license (free for non-commercial use), GNU General Public License v.2 ( Duke Nukem 3D / Shadow Warrior source code)
Websiteadvsys .net /ken /build .htm

Lately, Ive writing Game Engine in C +. I using it to make little mobile game called Hop Out. Heres clip captured my iPhone 6. Hop Out is kind of game I want to play: Retro arcade gameplay with 3D cartoon look. Goal Is To Change Color Of Every Pad, Like In Q * Bert. Hop Out is still in Development, but engine powering is starting to become quite mature, so I think I will share few tips about Engine Development here. Why would you want to write game engine? There are many possible youre tinkerer. You love building systems from ground up and seeing them come to life. You want to more about game development. I have spent 14 years in game industry and I am still figuring it out. I wasnt even sure I could write Engine from scratch, since it is vastly different from daily responsibilities of programming job at big studio. I want to find out. You like control. Its satisfying to organize code exactly way you want, knowing where everything is at all times. You feel inspired by classic game engines like AGI, Id Tech 1, build, and industry like Unity and Unreal. You believe that we, game industry, should try to demystify Engine development process. It not like weve mastered art of making games. Far from it! More We Examine This Process, Greater Our Chances Of Improving Upon It. Gaming Platforms Of 2017-mobile, Console And PC-are Very Powerful And, In Many Ways, Quite Similar To One Another. Game Engine Development is not so much about struggling with weak and exotic hardware, as it was in past. In my opinion, it is more struggling with complexity of your own making. Its easy to create monster! That is why advice in this post centers around keeping things manageable. Ive organized it into three sections: use iterative approach Think twice before unifying things too much Be aware that serialization is big subject This advice applies to any kind of Game Engine. I am not going to tell you how to write shader, what octree is, how to add physics. Those are kinds of things that, I assume, you already know that you should know-and it depends largely on type of game you want to make. Instead, Ive deliberately choose points that do seem to be widely acknowledged or talked about-these are kinds of points I find most interesting when trying to demystify subject.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Technical features

Sectors are building blocks of level's layout, consisting of two-dimensional polygonal outline when viewed from above, with top and bottom face of sector giving separate altitudes to create three-dimensional space. Hence, all are perfectly verticalanything. Appearing otherwise technically sloped floor or ceiling. Word Room Can Be Used As Loose Substitute To Aid Understanding, Though One Room In Game World Can Consist Of Many Sectors, And Parallaxed Skies Can Give 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-fly Games, unlike earlier Doom Engine. This allowed games to have destructible environments, as those seen in Blood. This technique is similar to use of push walls in earlier Apogee Software title Rise of Triad, which features similar dynamic environments. Developers of games based on Engine use special reserved sprites, often call sector effectors, that, when given special tags, would allow level designer to construct dynamic world; similar tag information could be given to sector walls and floor areas to give sector special characteristics. For example, particular sector effector may let players fall through floor if they walk over it and teleport them to another sector; in practice, this could be used to create effect of falling down hole to bigger room or creating body of water that could be jumped into to explore underwater. Sector could be give tag make it behave like elevator or lift. Sectors could overlap one another, provide they could be see at same time. This allows designers to create, for instance, air ducts that appear to extend across of another room. This allows designers create worlds that would be physically impossible. While all these make games using Engines appear to be 3D, it wouldn't be until later first-person shooters, such as Quake, which use Quake Engine, that Engine actually store world geometry as true 3D information, making creation of one area stack atop another area in single map very feasible.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Successor

After multiple attempts to design successor to Build, Silverman again began experimenting with such idea in 2006. He used this work-now called Build 2-while teaching 3D game programming to children at summer camp from 2007 until 2009, and work continued until 2011 when he lost interest in project. It features more advanced lighting system, voxel rendering for entities and true room-over-room 3D spaces, and at least in part retains backwards compatibility with original build. Silverman released his drafts to public on March 7 2018. Source Code Was Published On June 8 2019.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Sources

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

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