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First post, by DosFreak

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http://advsys.net/ken/buildsrc/build2.htm
https://www.rockpapershotgun.com/2018/03/09/k … engine-released

In the summer of 2006, I was mentoring a smart local kid how to do 3D graphics on the CPU. What started as a simple rotating tex […]
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In the summer of 2006, I was mentoring a smart local kid how to do 3D graphics on the CPU. What started as a simple rotating texture-mapped cube turned into a full blown successor to the Build Engine. By 2007, Build2 was far enough along to be used at a summer camp. At the camp, the kids signed up to create their own 3D games. The kids got to learn something and make their own 3D games, while I got free beta testing and a negligible salary for 2 weeks. It was a tough job, but it was rewarding in the end. So I continued doing it for 2 more summers. Then the camp suddenly lost enrollment and with no reason to continue on the project, I lost interest.

Many of the features in BUILD2 were things I planned to do with the original Build Engine, but never had a chance to try back then. I'd say the most difficult feature by far to implement was the dynamic lighting with shadows.

Here are some new features of BUILD2 over the classic Build Engine:

Native Windows, 32-bit color, 6 degrees of freedom, pure CPU rendering
Native support for sector over sector (SOS).
Advanced lighting system with true dynamic shadows, colors, spotlights.
Multi-user editing with client-side prediction.
Powerful scripting compiler in EVALDRAW.
Full RGB color mapping.
Voxel sprite support.
Skybox support.
No sector/wall/sprite count limits.
There are a few relatively minor things missing in BUILD2 that the original Build Engine had. Most notably - transparency. Also missing is the built-in texture animation, but that can easily be simulated in the script.

BUILD2 history: […]
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BUILD2 history:

In July 2006, I was contacted by a camp director desperate to find a computer
counselor. His original pick for counselor had bailed on him. He found me
through my website. Having done this kind of work years ago, I decided to take
on the challenge.

There was no way I was going to use someone else's tools, and having them
install a C compiler was out of the question. The best thing I had at the time
was EVALDRAW for programming and SLAB6 for modelling. I didn't have much time
to prepare, but I was able to hack in some OpenGL-style functions along with
a sample game (MAZE3D.KC) just in time. Most of the kids made a game based on
MAZE3D.KC with modified art and sounds.

Some wanted to do more, but the OpenGL-style functions were beyond their
comprehension. So in the middle of the week, I tried to alleviate their pain
by hacking together a utility called POLYPROTO.KC. It was hardly better than
typing in each vertex by hand.

In August 2006, I was teaching Jim Grandpre how to do 3D graphics on the CPU.
In our first session, I showed him how to make a rotating texture-mapped cube.
The next week, I showed him how to extend the demo to render a single sector,
with a polygon editor in a 2D view, and a key to flip between 2D and 3D modes.
Within a month, I had taken control of the project and created the "BUILD2"
directory. BUILD2 had all of the basic features of the classic BUILD engine
for the 2007 camp.

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