Talk:Build (game engine)
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editIt might be worthwile to note that this engine, unlike doom, also allows sectors to overlap, as long as both sectors are not in view at the same time. Still not 3D of course, but useful for level designers.
For instance, in Duke Nukem 3D you would have ventilation ducts that crossed hallways. The sectors might even intersect in 3D (as in, occupy the same space), the system knows which one to draw because actually the world is defined by how the connections between the sectors are laid out. Also you could have sloped floors.
Also in Duke Nukem 3D were mirrors and camera/monitors. To construct mirrors though, you needed to create the view through the mirror on the other side of it as you create the room. The build engine just draws the room sprites in appropriate positions in the 'mirrored' room when you looked in the mirror.
It also allows you to look up and down, but that's fake (it just paints an area above the screen and then shears it).
Tinus 12:39, 24 Jul 2004 (UTC)
- you don't have to build a mirror image of the sectors behind the mirror a single sector works fine provided its large enough and this is how all the duke maps i've looked at are done.
- As for saying looking up and down is fake that is indeed correct but not for the reason you describe. In (non polymost) build only horizontal distance counts for perspective so the more you move up or down the more distorted the view gets. Plugwash 00:12, 11 September 2005 (UTC)
- oh and btw security cameras work in two different ways, when viewing them fullscreen it eseentially just renderss a view from the cameras positition rather than the players position. when viewing a screen sprite thats displaying a view it replaces the art tile with a view rendered from the security cameras location (this is why when you step back from a security monitor thats near other security monitors they all show the same view). Plugwash 15:37, 5 October 2005 (UTC)
Title
editThis should be at Build Engine or Build engine. If there are no objections, I'll move it soon. --Mrwojo 19:28, 25 Mar 2005 (UTC)
- Indeed it should, I vote Build engine or perhaps Build (game engine) -- Quoth 02:25, 11 Apr 2005 (UTC)
Big Four?
editAre we sure about this? Redneck Rampage is widely considered pretty awful, and generally discussion of the Build engine refers to the 'big three' or 'holy trinity' rather than any 'big four.' I wasn't going to question it since there are citations attached, but the first article linked as a citation specifically uses the phrase 'The Big Three Build Engine Games', references Duke Nukem 3D, Shadow Warrior and Blood and doesn't mention Redneck Rampage at all. The second article doesn't discuss RR in any particular depth and only casually throws in the phrase 'big four' at the very end. Perhaps this will be judged to be simply my opinion and remain unchanged, but I would absolutely dispute that 'big four' is a widely used phrase in discussion of the Build engine. 94.175.67.111 (talk) 06:03, 15 October 2020 (UTC)
Godawful article
editThis reads like an ill-informed op-ed piece. The whole ports section is more relevant to the individual Duke3D and Shadow Warrior. The "early days" doesn't give any sense of what it's in relation to--the release of the engine, or the release of the source code. It jumps into eduke without any regard for the fact that this is about the build engine, not about an enhancement to a game made for that engine. There's no timeline for development, which is particularly shameful when the engine author has every important date meticulously catalogued on his site. It doesn't even show the release dates for the games made with it. It's going to take me a week to clean up this mess. —The preceding unsigned comment was added by 24.164.123.17 (talk • contribs) .
- btw do you really think that one of the major ports lacking netplay support for a long time when the other major port (which has since died off) had it is not notable enough for the article?! Plugwash 11:55, 12 December 2005 (UTC)
- It's notable, but not in the section on Polymost. —The preceding unsigned comment was added by 24.164.123.17 (talk • contribs) .
- btw do you know exactly when the icculus port got fully functional netplay (i know it was FAR earlier than the jonof port but i'm not entirely sure on when it was)? Plugwash 03:38, 13 December 2005 (UTC)
witchhaven source
editinfo on this source release seems very scarce and i haven't even found any evidence that it was an official release and not a leak yet. Plugwash 03:51, 13 December 2005 (UTC)
The source was allegedly given to some random guy by the original programmer, Les Bird. It is unknown what license the source should be considered to be licensed under, if any, and it is unknown who actually holds the copyright on it at this point in time. TerminX 09:25, 14 December 2005 (UTC)
Legend of the Seven Paladins
editThis game was fully done, even if some (or most) sources say something different. It was not released, however.
- i know a demo got out but do you have any evidence to support the claim that it was actually finished? Plugwash 18:32, 17 December 2005 (UTC)
I've got the demo as well as the full version, is that evidence enough? No offense, but it's a bit ridiculous to see you removing that info again and again, only because you don't seem to know that the game was completed. If you really need a proof, here's one: http://forum.retro-net.de/viewtopic.php?t=17 (that's the quit message from the full version) WindowsKiller 19:12, 17 December 2005 (GMT)
Sloped floors/cielings
editThe Duke Nukem 3d article states that the Build Engine was capable of sloped cielings and floors. I don't seem to remember anything like this though. Can anyone confirm or deny this? Timbatron 04:35, 8 December 2006 (UTC)
- You clearly weren't paying attention then. Sloped floors and ceilings are pretty common in duke. Plugwash 16:46, 8 December 2006 (UTC)
- Never actually played duke 3d, I've just spent alot of time reading about ken silverman's work. Just played Blood, however, and I see how it works now. Timbatron 18:05, 8 December 2006 (UTC)
Fair use rationale for Image:Rawmeat classic.png
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Fair use rationale for Image:Rawmeat polymost.png
editImage:Rawmeat polymost.png is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
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Fair use rationale for Image:Dukenukem3dscreenshot.jpg
editImage:Dukenukem3dscreenshot.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
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If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images lacking such an explanation can be deleted one week after being tagged, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
Room over room
editI have not read Build's source code, however, the section about "room over room trick" seems quite odd. The game featured multiple tiered locations quite often. There have been regular staircases (with alternating flies of stairs) whose cross-sections could be seen. There was even a leaning building with two fully accessible sloped floors and a ceiling above one another.
There is, however a trick-level (secret level e3l10) where four rooms are "over" one place - there is a square corridor with four doors leading inside, each showing different large room to occupy the central area (rooms overlap). —Preceding unsigned comment added by 89.77.86.97 (talk) 19:20, 16 November 2010 (UTC)
According to the people I know who have actually worked with Build, the room-over-room limitations were not an artifice of the engine itself, but rather of the map editor. Games which truly put one area over another are quite rare as the maps had to be built "by hand". There were a few, however, where the developers considered it to be worth the effort. 67.137.21.130 (talk) 21:57, 12 August 2014 (UTC)
- This is incorrect. The map editor is not the problem. It's the engine's map structure and rendering algorithm. No game truly put one area over another. Instead, games with ROR faked it by rendering multiple passes with view portals. Hendricks266 (talk) 23:54, 30 August 2014 (UTC)