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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Build (game engine)</span></span>
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</style><table class="infobox vevent"><tbody><tr><th colspan="2" class="infobox-above summary">Build Engine</th></tr><tr><td colspan="2" class="infobox-image logo"><span typeof="mw:File"></span></td></tr><tr><td colspan="2" class="infobox-image logo"><div class="infobox-caption">Screenshot showing Build in 2D mode</div></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Programmer" title="Programmer">Developer(s)</a></th><td class="infobox-data"><a href="Ken_Silverman" title="Ken Silverman">Ken Silverman</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Initial release</th><td class="infobox-data">September&nbsp;30, 1995<span style="display:none">&nbsp;(<span class="bday dtstart published updated">1995-09-30</span>)</span></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Repository_(version_control)" title="Repository (version control)">Repository</a></th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="http://advsys.net/ken/buildsrc/">advsys<wbr>.net<wbr>/ken<wbr>/buildsrc<wbr>/</a></span></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Successor</th><td class="infobox-data"><a href="#Successor">Build 2</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Software_license" title="Software license">License</a></th><td class="infobox-data"><a href="Source-available_software" title="Source-available software">Source-available</a><sup id="cite_ref-buildlic.txt_1-0" class="reference"><a href="#cite_note-buildlic.txt-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Website</th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="http://advsys.net/ken/build.htm">advsys<wbr>.net<wbr>/ken<wbr>/build<wbr>.htm</a></span></td></tr></tbody></table>
<p>The <b>Build Engine</b> is a <a href="First-person_shooter_engine" title="First-person shooter engine">first-person shooter engine</a> created by <a href="Ken_Silverman" title="Ken Silverman">Ken Silverman</a>, author of <i><a href="Ken's_Labyrinth" title="Ken's Labyrinth">Ken's Labyrinth</a></i>, for <a href="3D_Realms" title="3D Realms">3D Realms</a>. Like the <a href="Doom_engine" title="Doom engine"><i>Doom</i> engine</a>, the Build Engine represents its world on a <a href="2D_computer_graphics" title="2D computer graphics">two-dimensional</a> grid using closed 2D shapes called sectors, and uses simple flat objects called <a href="Sprite_(computer_graphics)" title="Sprite (computer graphics)">sprites</a> to populate the world geometry with objects.
</p><p>The Build Engine is generally considered to be a <a href="2.5D" title="2.5D">2.5D</a> engine, as the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Some floors can be lower and some can be higher; the same is true with ceilings (in relation to each other). Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. With this information, the Build Engine renders the world in a way that looks <a href="3-D_computer_graphics" class="mw-redirect" title="3-D computer graphics">three-dimensional</a>, unlike modern game engines that create actual 3D environments.
</p><p>Though the Build Engine achieved most of its fame from powering the <a href="1996_in_video_gaming" class="mw-redirect" title="1996 in video gaming">1996</a> <a href="First-person_shooter" title="First-person shooter">first-person shooter</a> <i><a href="Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i>, it was also used for many other games.
</p>
<meta property="mw:PageProp/toc">
<div class="mw-heading mw-heading2"><h2 id="Technical_features">Technical features</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Sectors">Sectors</h3></div>
<p>Sectors are the building blocks of a level's layout, consisting of a two-dimensional <a href="Polygonal" class="mw-redirect" title="Polygonal">polygonal</a> outline when viewed from above, with the top and bottom <a href="Face_(geometry)" title="Face (geometry)">faces</a> of the sector given separate <a href="Altitude" title="Altitude">altitudes</a> to create a three-dimensional space.<sup id="cite_ref-Retroact2_2-0" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Hence, all walls are perfectly vertical—anything appearing otherwise is technically a sloped floor or ceiling. The word <i>room</i> can be used as a loose substitute to aid understanding, though one room in the game world can consist of many sectors, and <a href="Parallax" title="Parallax">parallaxed</a> skies can give the illusion of being outdoors. Sectors can be manipulated in real-time; <i>all</i> of their attributes such as shape, height, and slope could be modified "on-the-fly" by games, unlike the earlier <a href="Doom_engine" title="Doom engine"><i>Doom</i> engine</a>. This allowed games to have destructible environments, such as those seen in <i><a href="Blood_(video_game)" title="Blood (video game)">Blood</a></i>.<sup id="cite_ref-Retroact2_2-1" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> This technique is similar to the use of push walls in the earlier <a href="Apogee_Software" class="mw-redirect" title="Apogee Software">Apogee Software</a> title <i><a href="Rise_of_the_Triad" title="Rise of the Triad">Rise of the Triad</a></i> which featured similar dynamic environments.
</p><p>Developers of games based on the engine used special reserved "sprites" (game objects), often called "sector effectors [<i><a href="Sic" title="Sic">sic</a></i>]", that, when given special tags (numbers with defined meanings), would allow the level designer to construct a dynamic world; similar tag information could be given to the sector walls and floor area to give a sector special characteristics. For example, a particular sector effector may let players fall through the floor if they walk over it and teleport them to another sector; in practice, this could be used to create the effect of falling down a hole to a bigger room or creating a body of water that could be jumped into to explore underwater. A sector could be given a tag that made it behave like an elevator or lift.
</p><p>Sectors could overlap one another, provided they could not be seen at the same time (if two overlapping sectors were seen at the same time, a <a href="Hall_of_mirrors_effect" class="mw-redirect" title="Hall of mirrors effect">hall of mirrors effect</a> resulted).<sup id="cite_ref-rpshobeauty_3-0" class="reference"><a href="#cite_note-rpshobeauty-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> This allowed the designers to create, for instance, air ducts that appeared to extend across the top of another room (however, doing so could be tricky for designers due to the 2D viewpoint used for much of the editing process). This allowed the designers to create worlds that would be physically impossible (e.g. a doorway of a small building could lead into a network of rooms larger than the building itself). While all these made the games using the engine appear to be 3D, it wouldn't be until later first-person shooters, such as <i><a href="Quake_(video_game)" title="Quake (video game)">Quake</a></i>, which used the <a href="Quake_engine" title="Quake engine"><i>Quake</i> engine</a>, that the engine actually stored the world geometry as true 3D information, making the creation of one area stacked atop another area in a single map very feasible.
</p>
<div class="mw-heading mw-heading3"><h3 id="Voxels">Voxels</h3></div>
<p>Later versions of Ken Silverman's Build Engine allowed game selected art tiles to be replaced by 3D objects made of <a href="Voxel" title="Voxel">voxels</a>. This feature appeared too late to be used in <i>Duke Nukem 3D</i>, but was seen in some of the later Build Engine games. <i>Blood</i> 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 <a href="Crystal_ball" title="Crystal ball">crystal ball</a> in "Dark Carnival"). <i>Shadow Warrior</i> makes even more advanced use of the technology, with voxels that can be placed on walls (all of the game's switches and buttons are voxels).
</p><p>For several years, Ken worked on a modern engine based entirely on voxels, known as <i><a href="Voxlap" class="mw-redirect" title="Voxlap">Voxlap</a></i>.
</p>
<div class="mw-heading mw-heading3"><h3 id="Room_over_room">Room over room</h3></div>
<p>One limitation of the Build Engine is that its level geometry is only capable of representing one connection between sectors for any given wall. Due to this, a structure as simple as a shelf with space both above and below it is impossible, though sometimes sprites or voxels can be substituted. Buildings with several floors are technically possible, but it is not possible for such a building to contain an external window directly above or below another window. In addition, some liberties will need to be taken with the staircases, elevators, and other methods of access for each floor.
</p><p>Several Build Engine games (namely <i>Shadow Warrior</i>, <i>Blood</i>, and <i>Redneck Rampage</i>) worked around this by displaying a "viewport" to another sector through an additional rendering pass. This technique, called <i><a href="Room-over-room" class="mw-redirect" title="Room-over-room">room-over-room</a></i> (ROR), appears seamless to the player. In addition to an expanded range of vertical construction, ROR was often used to give bodies of water <a href="Translucent" class="mw-redirect" title="Translucent">translucent</a> surfaces. ROR was never a feature of the Build Engine itself, but rather a "trick" that was created by game developers. A trick used in <i>Duke Nukem 3D</i> 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 <i><a href="Rise_of_the_Triad" title="Rise of the Triad">Rise of the Triad</a></i>.
</p><p>In 2011, a feature was added to EDuke32 called <i>true room over room</i> (TROR), which allows multiple sectors to be stacked vertically so that each sector's wall has its own connection, enabling vertically-unrestricted structures. The difference between ROR and TROR is that TROR sectors physically overlap in the map data and editor (allowing for easy creation and visualization), rather than being drawn from separate locations using view portals, hence <i>true</i> room over room. TROR is a feature of the EDuke32 source port, not a game feature or trick.
</p>
<div class="mw-heading mw-heading2"><h2 id="List_of_Build_Engine_games">List of Build Engine games</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Games_that_are_built_directly_on_the_Build_Engine">Games that are built directly on the Build Engine</h3></div>
<table class="wikitable sortable">
<tbody><tr>
<th>Year
</th>
<th>Title
</th>
<th>Developer
</th>
<th>Notes
</th></tr>
<tr>
<td>1994
</td>
<td><i>Rock'n Shaolin: Legend of Seven Paladins 3D</i>
</td>
<td>Accend Inc.
</td>
<td>Illegally used an earlier version of the engine, only released in Taiwan and South Korea.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</td></tr>
<tr>
<td rowspan="2">1995
</td>
<td><i><a href="Witchaven" title="Witchaven">Witchaven</a></i><sup id="cite_ref-Retroact2_2-2" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</td>
<td rowspan="2"><a href="Capstone_Software" title="Capstone Software">Capstone Software</a>
</td>
<td>
</td></tr>
<tr>
<td><i><a href="William_Shatner's_TekWar" title="William Shatner's TekWar">William Shatner's TekWar</a></i><sup id="cite_ref-Retroact2_2-3" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</td>
<td>
</td></tr>
<tr>
<td rowspan="3">1996
</td>
<td><i><a href="Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i><sup id="cite_ref-NGen10_6-0" class="reference"><a href="#cite_note-NGen10-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</td>
<td><a href="3D_Realms" title="3D Realms">3D Realms</a>
</td>
<td>Also <i>Plutonium PAK</i>, <i>Atomic Edition</i>, <i>Duke!ZONE II</i>, <i>Xtreme</i>, <i>Duke it Out in D.C.</i>, <i>Life's a Beach</i> and <i>Nuclear Winter</i> expansions.
</td></tr>
<tr>
<td><i><a href="PowerSlave" title="PowerSlave">PowerSlave</a></i>
</td>
<td><a href="Lobotomy_Software" title="Lobotomy Software">Lobotomy Software</a>
</td>
<td>
</td></tr>
<tr>
<td><i><a href="Witchaven_II%3A_Blood_Vengeance" title="Witchaven II: Blood Vengeance">Witchaven II: Blood Vengeance</a></i>
</td>
<td><a href="Capstone_Software" title="Capstone Software">Capstone Software</a>
</td>
<td>
</td></tr>
<tr>
<td rowspan="2">1997
</td>
<td><i><a href="Blood_(video_game)" title="Blood (video game)">Blood</a></i><sup id="cite_ref-NGen10_6-1" class="reference"><a href="#cite_note-NGen10-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</td>
<td><a href="Monolith_Productions" title="Monolith Productions">Monolith Productions</a>
</td>
<td>Also <i>Plasma Pak</i> and <i>Cryptic Passage</i> expansions.
</td></tr>
<tr>
<td><i><a href="Shadow_Warrior_(1997_video_game)" title="Shadow Warrior (1997 video game)">Shadow Warrior</a></i><sup id="cite_ref-NGen10_6-2" class="reference"><a href="#cite_note-NGen10-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</td>
<td><a href="3D_Realms" title="3D Realms">3D Realms</a>
</td>
<td>Also <i>Twin Dragon</i> and <i>Wanton Destruction</i> expansions.
</td></tr>
<tr>
<td>2024
</td>
<td><i>Skilander</i>
</td>
<td>Hackers and Hiihtoliitto
</td>
<td>Released at the Revision 2024 gamedev competition.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</td></tr></tbody></table>
<div class="mw-heading mw-heading3"><h3 id="Games_that_are_based_on_the_Duke_Nukem_3D_code">Games that are based on the <i>Duke Nukem 3D</i> code</h3></div>
<table class="wikitable sortable">
<tbody><tr>
<th>Year
</th>
<th>Title
</th>
<th>Developer
</th>
<th>Notes
</th></tr>
<tr>
<td>1997
</td>
<td><i><a href="Redneck_Rampage" title="Redneck Rampage">Redneck Rampage</a></i>
</td>
<td rowspan="3"><a href="Xatrix_Entertainment" class="mw-redirect" title="Xatrix Entertainment">Xatrix Entertainment</a>
</td>
<td>Also <i>Suckin' Grits on Route 66</i> expansion.
</td></tr>
<tr>
<td rowspan="5">1998
</td>
<td><i><a href="Redneck_Rampage_Rides_Again" title="Redneck Rampage Rides Again">Redneck Rampage Rides Again</a></i>
</td>
<td>
</td></tr>
<tr>
<td><i><a href="Redneck_Deer_Huntin'" title="Redneck Deer Huntin'">Redneck Deer Huntin'</a></i>
</td>
<td>
</td></tr>
<tr>
<td><i><a href="Extreme_PaintBrawl" title="Extreme PaintBrawl">Extreme PaintBrawl</a></i>
</td>
<td>Creative Carnage
</td>
<td>
</td></tr>
<tr>
<td><i><a href="NAM_(video_game)" title="NAM (video game)">NAM</a></i>
</td>
<td>TNT Team
</td>
<td>
</td></tr>
<tr>
<td><i>Liquidator</i><sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup>
</td>
<td><a href="Akella" title="Akella">Akella</a>
</td>
<td>Illegally used the engine, only released in Russia.
</td></tr>
<tr>
<td>1999
</td>
<td><i><a href="WWII_GI" title="WWII GI">WWII GI</a></i>
</td>
<td>TNT Team
</td>
<td>Also <i>WWII GI: Platoon Leader</i> expansion.
</td></tr>
<tr>
<td>2019
</td>
<td><i><a href="Ion_Fury" title="Ion Fury">Ion Fury</a></i>
</td>
<td>Voidpoint
</td>
<td rowspan="2">via <i><a href="EDuke32" class="mw-redirect" title="EDuke32">EDuke32</a></i>.
</td></tr>
<tr>
<td>2022
</td>
<td><i>A.W.O.L.</i><sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup>
</td>
<td>Shotspark Studios
</td></tr></tbody></table>
<div class="mw-heading mw-heading3"><h3 id="Unreleased_Build_Engine_games">Unreleased Build Engine games</h3></div>
<ul><li><i>Fate</i> (unfinished, only a demo exists)</li>
<li><i>Corridor 8: Galactic Wars</i> (unfinished, source code is available)</li></ul>
<div class="mw-heading mw-heading2"><h2 id="Development">Development</h2></div>
<p>The Build Engine was essentially a one-man project for Ken Silverman, though he consulted <a href="John_Carmack" title="John Carmack">John Carmack</a> for guidance early in the project.<sup id="cite_ref-rpshobeauty_3-1" class="reference"><a href="#cite_note-rpshobeauty-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> Silverman was hired by 3D Realms on the basis of his demo for Build. Though he continued to refine the engine after becoming employed at 3D Realms, according to Silverman he never teamed with any other 3D Realms employees on the project and was never directed to tailor the engine towards any particular game.<sup id="cite_ref-Retroact2_2-4" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Source_release_and_further_developments">Source release and further developments</h2></div>
<p>On June 20, 2000 (according to his website) Ken Silverman released the Build Engine <a href="Source_code" title="Source code">source code</a> under a proprietary <a href="Non-commercial" class="mw-redirect" title="Non-commercial">non-commercial</a> license.<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-buildlic.txt_1-1" class="reference"><a href="#cite_note-buildlic.txt-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Silverman explained that after <a href="Id_Software" title="Id Software">id Software</a> set a precedent by releasing the source code for the <a href="Doom_engine" title="Doom engine">Doom engine</a>, fans had been pressuring him to release the source code for the Build Engine.<sup id="cite_ref-Retroact2_2-5" class="reference"><a href="#cite_note-Retroact2-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Early_days">Early days</h3></div>
<p>Version 2.0 of <b>EDuke</b>, a project to improve <i>Duke Nukem 3D</i> for <a href="Modding" title="Modding">modders</a> by Matt Saettler (Matteus), was sent to 3D Realms for packaging shortly after the release of the Build source, leaving Duke Nukem 3D the pre-built libraries that 3D Realms had used with the original Duke. (Both <i>Duke Nukem 3D</i> and <i>EDuke</i> were still closed-source at this point.)
</p><p>With the 2.1 private <a href="Software_release_life_cycle" title="Software release life cycle">betas</a>, Saettler worked towards integrating Silverman's build source into the Duke source code, but the project fizzled out before producing anything more than some very buggy private betas. A few total conversion teams for Build games decided to work from Silverman's Build code directly, and an enhanced version of the Build editor known as Mapster was also developed.
</p><p>It was claimed at the time by many on the 3D Realms forums that it would be impossible to port Build to a multitasking operating system, as it needed a large contiguous block of memory that wouldn't be available in a multitasking environment. This statement did not hold up to scrutiny, as all modern operating systems use <a href="Virtual_memory" title="Virtual memory">virtual memory</a> which allows apps to get contiguous logical memory without using contiguous physical memory, but conventional wisdom of the time was that porting Build to such an OS was unfeasible.
</p>
<div class="mw-heading mw-heading3"><h3 id="Duke_Nukem_3D_source_release"><i>Duke Nukem 3D</i> source release</h3></div>
<p>On April 1, 2003, after several years of claims to the contrary, 3D Realms released the source code to <i>Duke Nukem 3D</i> under the <a href="GNU_General_Public_License" title="GNU General Public License">GPL-2.0-or-later</a> license.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> Not long afterwards, both <a href="Ryan_C._Gordon" title="Ryan C. Gordon">Ryan C. Gordon</a> (icculus) and Jonathon Fowler (JonoF) created and released source ports of the game, including the Build Engine. It was possible to play <i>Duke Nukem 3D</i> well on the NT line of Windows (including Windows 2000/XP) and on <a href="Linux" title="Linux">Linux</a> and other <a href="Unix" title="Unix">Unix</a> operating systems, and interest in the source ports soared.
</p>
<div class="mw-heading mw-heading3"><h3 id="icculus.org_port">icculus.org port</h3></div>
<p><a href="Ryan_C._Gordon" title="Ryan C. Gordon">Ryan C. Gordon</a> (icculus), with the help of others, made the first port of the engine using <a href="Simple_DirectMedia_Layer" title="Simple DirectMedia Layer">SDL</a>. The port was first to <a href="Linux" title="Linux">Linux</a>, then to <a href="Cygwin" title="Cygwin">Cygwin</a>, and finally to a native Windows build using the <a href="Watcom_C/C%2B%2B_compiler" class="mw-redirect" title="Watcom C/C++ compiler">Watcom C++</a> compiler, which was the compiler used for the original DOS build (despite being compiled with Watcom C++, Build is plain C.)<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> There was some talk of Matt Saettler using this to port <i>EDuke</i> to Windows, but nothing came of it. A port of <i>Duke Nukem 3D</i> was later produced after the source was released.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> This was also forked by David Koenig (Rancidmeat) as Duke3d_w32 which was in turned forked into the multiplayer focused xDuke, hDuke, nDuke and rDuke.
</p>
<div class="mw-heading mw-heading3"><h3 id="JonoF_port">JonoF port</h3></div>
<p>A second source port was made to Windows, and later to Linux and Mac OS X, by Jonathon Fowler (JonoF). This port, JFDuke3D, initially did not have network game support, though this was added later in development. After a long period of dormancy it was put on <a href="GitHub" title="GitHub">GitHub</a> in 2020 and received updates in 2021 and 2024.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> He also ported the Ken-Build test game.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading4"><h4 id="Polymost">Polymost</h4></div>
<p>The task of updating the Build Engine to a true 3D renderer was taken on by Silverman himself. In the release notes for Polymost, he wrote: "When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or Direct3D port. Well, after a few months passed, I saw no sign of somebody working on a true hardware-accelerated port of Build, just people saying it wasn't possible. Eventually, I realized the only way this was going to happen was for me to do it myself."<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup>
</p><p>The Polymost renderer allowed for 3D hardware-accelerated graphics using <a href="OpenGL" title="OpenGL">OpenGL</a>. It also introduced "hightile", a feature that made it possible to replace the game's original textures with high-resolution replacements in a variety of formats. Polymost has been utilized in Jonathon Fowler's JFBuild, JFDuke3D, JFShadowWarrior, and source ports derived from their code bases.
</p>
<div class="mw-heading mw-heading3"><h3 id="EDuke32">EDuke32</h3></div>
<p>A month after the game code, the source for EDuke 2.0 was also released,<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> followed by the source for the last private beta of <i>EDuke</i> 2.1 (which never made it to a release version). Richard Gobeille (TerminX) merged the EDuke 2.0 source with JFDuke3D to make <i>EDuke32</i>. Another port, <i>Wineduke</i>, based on the icculus code, has since died off, leaving EDuke32 the only EDuke port still in development.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup>
</p><p>EDuke32 also supports the games <i>NAM</i> and <i>WWII GI</i>, as EDuke was based on the code to those games.
</p>
<div class="mw-heading mw-heading4"><h4 id="Polymer">Polymer</h4></div>
<p>On April 1, 2009, an OpenGL shader model 3.0 renderer was revealed to have been developed for EDuke32, named <i>Polymer</i> to distinguish from Ken Silverman's <i>Polymost</i>. At first it was thought to be an April Fools' joke, but the renderer was later made public. It allows for more modern effects such as real-time dynamic colored lighting and shadow mapping, specular and <a href="Normal_mapping" title="Normal mapping">normal mapping</a>, and other shader-based features in addition to most of the features added to Polymost over the years. Although Polymer is completely usable, it is technically incomplete and unoptimised, and is still in development. The developers of EDuke32 have stated that once Polymer has been rewritten for speed, it will supplant Polymost completely, as it is a superior renderer, and can be made to look identical to Polymost.
</p>
<div class="mw-heading mw-heading3"><h3 id="Other_game_ports">Other game ports</h3></div>
<table class="infobox vevent"><tbody><tr><th colspan="2" class="infobox-above summary">BuildGDX</th></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Programmer" title="Programmer">Developer(s)</a></th><td class="infobox-data">Alexander "[M210]" Makarov</td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Initial release</th><td class="infobox-data">January&nbsp;12, 2018<span style="display:none">&nbsp;(<span class="bday dtstart published updated">2018-01-12</span>)</span></td></tr><tr style="display: none;"><td colspan="2" class="infobox-full-data"></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Software_release_life_cycle" title="Software release life cycle">Stable release</a></th><td class="infobox-data"><div style="margin:0px;">1.17
/ August&nbsp;23, 2024<span style="display:none">&nbsp;(<span class="bday dtstart published updated">2024-08-23</span>)</span></div></td></tr><tr style="display:none"><td colspan="2">
</td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Repository_(version_control)" title="Repository (version control)">Repository</a></th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="https://gitlab.com/m210/BuildEngine">gitlab<wbr>.com<wbr>/m210<wbr>/BuildEngine</a></span></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Computing_platform" title="Computing platform">Platform</a></th><td class="infobox-data"><a href="Java_(software_platform)" title="Java (software platform)">Java</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Successor</th><td class="infobox-data">NuBuildGDX</td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Software_categories#Categorization_approaches" title="Software categories">Type</a></th><td class="infobox-data"><a href="Game_engine" title="Game engine">Game engine</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Software_license" title="Software license">License</a></th><td class="infobox-data"><a href="Source-available_software" title="Source-available software">Source-available</a>, <a href="GNU_GPL" class="mw-redirect" title="GNU GPL">GNU GPL</a> v2</td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Website</th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="https://m210.duke4.net/">m210<wbr>.duke4<wbr>.net</a></span></td></tr></tbody></table>
<p>The <i><a href="Shadow_Warrior_(1997_video_game)" title="Shadow Warrior (1997 video game)">Shadow Warrior</a></i> source code was released on April 1, 2005 under the <a href="GNU_General_Public_License" title="GNU General Public License">GPL-2.0-or-later</a> license, and JonoF released a source port of it, JFShadowWarrior, on April 2, 2005.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> However, he admitted that he had access to the <i>Shadow Warrior</i> source code about a week before its release.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> The port was left in a partially incomplete state, before being put on <a href="GitHub" title="GitHub">GitHub</a> in 2020 and receiving updates in 2021 and 2024. The earlier version was later forked by Ben Smit (ProASM) for the SWP port.<sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> An icculus port of <i>Shadow Warrior</i> was started, but remained alpha.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> A VoidSW port by the <i><a href="Ion_Fury" title="Ion Fury">Ion Fury</a></i> and EDuke32 developers entered public beta on May 21, 2020.<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> A fork from an earlier version, called IcedSW, by Justin Marshall (IceColdDuke) also exists.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup>
</p><p>The <i>Transfusion</i> project aimed to re-create <i><a href="Blood_(video_game)" title="Blood (video game)">Blood</a></i> in the <a href="Quake_engine" title="Quake engine">DarkPlaces engine</a>,<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> but as of 2007, this project was far from complete, though it has playable deathmatch multiplayer; a similar project is <i>BloodCM</i> which recreates all of the Monolith made single player levels for <i>Blood</i> on top of EDuke32,<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> as well as <i>ZBlood</i> which ports some <i>Blood</i> assets and levels onto <a href="List_of_Doom_source_ports" class="mw-redirect" title="List of Doom source ports">ZDoom</a>.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> The <i>eRampage</i> project attempted to create a <a href="Total_conversion" class="mw-redirect" title="Total conversion">total conversion</a> of <i><a href="Redneck_Rampage" title="Redneck Rampage">Redneck Rampage</a></i> for EDuke32.<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> Meanwhile <i>DN3DooM</i>,<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> <i>Shadow Warrior TC</i>,<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> <i>Doomed Redneck</i>,<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup> <i>Re-Blood</i>,<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> <i>Re-PowerSlave</i>,<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> <i>VietDoom</i>,<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> and <i>Fatedoom</i><sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> adapts those games onto <a href="GZDoom" class="mw-redirect" title="GZDoom">GZDoom</a>.
</p><p>The source code of <i><a href="Witchaven" title="Witchaven">Witchaven</a></i>, <i><a href="Witchaven_II%3A_Blood_Vengeance" title="Witchaven II: Blood Vengeance">Witchaven II: Blood Vengeance</a></i>, <i><a href="William_Shatner's_TekWar" title="William Shatner's TekWar">William Shatner's TekWar</a></i>, and <i>Corridor 8: Galactic Wars</i> also surfaced in 2007 from developer Les Bird.<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup> The legal status of these, however, is unclear, though the derived EGwhaven patches for <i>Witchaven</i> were included in the game's <a href="Steam_(service)" title="Steam (service)">Steam</a> and <a href="GOG.com" title="GOG.com">GOG.com</a> re-releases.<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup> JonoF released ports for <i>Witchaven</i> and <i>TekWar</i> on March 3, 2024;<sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> with derived ETekWar and EWitchaven ports also prototyped.<sup id="cite_ref-47" class="reference"><a href="#cite_note-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup> The full source code for various alpha versions of <i>Blood</i> have also leaked over time.<sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup>
</p><p>This was then used as a reference for an otherwise <a href="Reverse_engineered" class="mw-redirect" title="Reverse engineered">reverse engineered</a> port to <a href="Java_(programming_language)" title="Java (programming language)">Java</a> using <a href="LibGDX" title="LibGDX">LibGDX</a> called BloodGDX in May 2017 by Alexander Makarov (M210), the previous author of <i>BloodCM</i>.<sup id="cite_ref-49" class="reference"><a href="#cite_note-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup> This followed from the author's previous port of <i>TekWar</i> released in January 2016,<sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> and has been followed up by ports for <i>Witchaven</i>,<sup id="cite_ref-51" class="reference"><a href="#cite_note-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup> <i>Redneck Rampage</i>,<sup id="cite_ref-52" class="reference"><a href="#cite_note-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> <i>Duke Nukem 3D</i>, <i>PowerSlave</i>, <i>Legends of the Seven Paladins</i> and <i>Shadow Warrior</i>, now all collectively called BuildGDX.<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> DukeGDX also supports the files from the <i>20th Anniversary World Tour</i> edition of <i>Duke Nukem 3D</i>.<sup id="cite_ref-54" class="reference"><a href="#cite_note-54"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup>
</p><p>A further port of <i>Blood</i>, called NBlood, was released in January 2019 by Alexey Khokholov (Nuke.YKT) based on EDuke32,<sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup> and the creator's previous Rednukem port for <i>Redneck Rampage</i> (which also supports <i>Duke Nukem 3D</i> and <i>Duke Nukem 64</i>).<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-57" class="reference"><a href="#cite_note-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> An EDuke32 port for <i><a href="PowerSlave" title="PowerSlave">PowerSlave</a></i>, called <i>PCExhumed</i>, was released on November 21, 2019 by Barry Duncan (sirlemonhead) with help from Nuke.YKT.<sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup> The source port Raze forks various Build engine ports, including JFDuke3D, SWP, NBlood, Rednukem, and PCExhumed, and ties it to a new underlying backend based on the developers' own <a href="GZDoom" class="mw-redirect" title="GZDoom">GZDoom</a>.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup> NBlood and PCExhumed have also been backported to JFBuild for the purpose of adapting it to platforms such as the <a href="Amiga" title="Amiga">Amiga</a>, <a href="PlayStation_Vita" title="PlayStation Vita">PlayStation Vita</a> and <a href="Nintendo_3DS" title="Nintendo 3DS">Nintendo 3DS</a>.<sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Successor">Successor</h2></div>
<p>After multiple attempts to design a successor to Build, Silverman again began experimenting with such an idea in 2006. He used this work - now called <b>Build 2</b> - while teaching 3D game programming to children at a summer camp from 2007 until 2009, and work continued until 2011 when he lost interest in the project. 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. Silverman released his drafts to the public on March 7, 2018.<sup id="cite_ref-61" class="reference"><a href="#cite_note-61"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-62" class="reference"><a href="#cite_note-62"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> The source code was published under a proprietary non-commercial license on June 8, 2019.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-43"><span class="mw-cite-backlink"><b><a href="#cite_ref-43">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://twitter.com/game_obscure/status/1746656815256072553">"Fate"</a>. <i>Obscure Game Aesthetics</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2024-05-10</span></span>. <q>The only remaining part of the game is a 4-level demo with 7 weapons and 10 enemies, released just before IntraCorp's closure.... There's also a mod called Fatedoom that transports the demo's content into Doom.</q></cite></span>
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<li id="cite_note-44"><span class="mw-cite-backlink"><b><a href="#cite_ref-44">^</a></b></span> <span class="reference-text"><cite id="CITEREFBird2014" class="citation web cs1">Bird, Les (17 July 2014). <a rel="nofollow" class="external text" href="https://lesbird.github.io/capstone/index.html">"CAPSTONE GAMES ARCHIVE"</a>. <i><a href="GitHub" title="GitHub">GitHub</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">13 December</span> 2024</span>.</cite></span>
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<li id="cite_note-45"><span class="mw-cite-backlink"><b><a href="#cite_ref-45">^</a></b></span> <span class="reference-text"><cite id="CITEREFSNEG" class="citation web cs1">SNEG. <a rel="nofollow" class="external text" href="https://store.steampowered.com/app/1655430/Witchaven_II_Blood_Vengeance/">"Witchaven II: Blood Vengeance"</a>. <i><a href="Steam_(service)" title="Steam (service)">Steam</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">2024-05-12</span></span>. <q>You're getting two builds: patched (Enhanced) and retail (Original) for those of you who prefer an unaltered experience as a bonus. Both builds are running on DOSBox with a custom configuration tool. The Enhanced build features fixes introduced in EGwhaven, a must-have community project, which addresses an array of bugs and issues with the game (we'd like to thank ETTiNGRiNDER for the contribution to this release). Additionally, the controls are re-mapped to what you'd expect to see as a default in a first-person game nowadays.</q></cite></span>
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<li id="cite_note-46"><span class="mw-cite-backlink"><b><a href="#cite_ref-46">^</a></b></span> <span class="reference-text"><cite id="CITEREFFowler" class="citation web cs1">Fowler, Jonathan. <a rel="nofollow" class="external text" href="http://www.jonof.id.au/capstone/index.html">"JFTekWar and JFWitchaven"</a>. <i>JonoF's Games and Stuff</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2024-05-15</span></span>.</cite></span>
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<li id="cite_note-47"><span class="mw-cite-backlink"><b><a href="#cite_ref-47">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://forums.duke4.net/topic/11078-nblood-rednukem-pcexhumed-binaries/">"NBlood / Rednukem / PCExhumed binaries"</a>. <i>Duke4</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2024-05-16</span></span>.</cite></span>
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<li id="cite_note-48"><span class="mw-cite-backlink"><b><a href="#cite_ref-48">^</a></b></span> <span class="reference-text"><cite id="CITEREFLitchfield2023" class="citation web cs1">Litchfield, Ted (2023-01-05). <a rel="nofollow" class="external text" href="https://www.pcgamer.com/the-duke-nukem-forever-leaker-just-dropped-the-source-code-for-another-beloved-90s-fps/">"The Duke Nukem Forever leaker just dropped the source code for another beloved '90s FPS"</a>. <i><a href="PC_Gamer" title="PC Gamer">PC Gamer</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-11-12</span></span>.</cite></span>
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<li id="cite_note-49"><span class="mw-cite-backlink"><b><a href="#cite_ref-49">^</a></b></span> <span class="reference-text"><cite id="CITEREFAlex_Walker2017" class="citation web cs1">Alex Walker (2017-05-23). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170523034646/https://www.kotaku.com.au/2017/05/you-can-play-the-original-blood-using-java-now/">"You Can Play The Original Blood Using Java Now"</a>. <i><a href="Kotaku" title="Kotaku">Kotaku</a></i>. Archived from <a rel="nofollow" class="external text" href="https://www.kotaku.com.au/2017/05/you-can-play-the-original-blood-using-java-now/">the original</a> on May 23, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">2020-08-15</span></span>.</cite></span>
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<li id="cite_note-50"><span class="mw-cite-backlink"><b><a href="#cite_ref-50">^</a></b></span> <span class="reference-text"><cite id="CITEREFTarason2018" class="citation web cs1">Tarason, Dominic (2018-02-19). <a rel="nofollow" class="external text" href="https://www.rockpapershotgun.com/william-shatners-tekwar-lives-again-for-some-reason">"William Shatner's Tekwar lives again... for some reason"</a>. <i><a href="Rock_Paper_Shotgun" title="Rock Paper Shotgun">Rock Paper Shotgun</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-20</span></span>.</cite></span>
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<li id="cite_note-51"><span class="mw-cite-backlink"><b><a href="#cite_ref-51">^</a></b></span> <span class="reference-text"><cite id="CITEREFTarason2018" class="citation web cs1">Tarason, Dominic (2018-09-10). <a rel="nofollow" class="external text" href="https://www.rockpapershotgun.com/build-fps-redneck-rampage-source-port">"Redneck Rampage looks smarter but feels as dumb as ever with this modern port"</a>. <i><a href="Rock_Paper_Shotgun" title="Rock Paper Shotgun">Rock Paper Shotgun</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-20</span></span>.</cite></span>
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<li id="cite_note-52"><span class="mw-cite-backlink"><b><a href="#cite_ref-52">^</a></b></span> <span class="reference-text"><cite id="CITEREFPapadopoulos2018" class="citation web cs1">Papadopoulos, John (2018-09-11). <a rel="nofollow" class="external text" href="https://www.dsogaming.com/news/redneckgdx-is-a-java-port-for-redneck-rampage-offering-better-mouse-support-opengl-renderer-and-more/">"RedneckGDX is a Java port for Redneck Rampage, offering better mouse support, OpenGL renderer and more"</a>. <i>DSOG</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-19</span></span>.</cite></span>
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<li id="cite_note-53"><span class="mw-cite-backlink"><b><a href="#cite_ref-53">^</a></b></span> <span class="reference-text"><cite id="CITEREFLiam_Dawe" class="citation web cs1">Liam Dawe. <a rel="nofollow" class="external text" href="https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/">"Raze - a new open source fork of EDuke32 backed by GZDoom tech"</a>. <i>GamingOnLinux</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-19</span></span>. <q><i>One of the team said to think of it a bit like BuildGDX, as Raze "shares the renderer, the sound system and the input/system interface code across games".</i></q></cite></span>
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<li id="cite_note-54"><span class="mw-cite-backlink"><b><a href="#cite_ref-54">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://download.tuxfamily.org/sdtraces/BottinHTML/Bottin_D-J_files/Duke_Nukem_3D__with_BuildGDX_engine_-15876.html">"Duke Nukem 3D (with BuildGDX engine)"</a>. <i>The Linux Game Book</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-20</span></span>.</cite></span>
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<li id="cite_note-55"><span class="mw-cite-backlink"><b><a href="#cite_ref-55">^</a></b></span> <span class="reference-text"><cite id="CITEREFLiam_Dawe" class="citation web cs1">Liam Dawe. <a rel="nofollow" class="external text" href="https://www.gamingonlinux.com/articles/nblood-an-open-source-port-of-the-classic-fps-blood-using-eduke32.13620">"NBlood, an open source port of the classic FPS 'Blood' using EDuke32"</a>. <i>GamingOnLinux</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2020-08-15</span></span>.</cite></span>
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<li id="cite_note-56"><span class="mw-cite-backlink"><b><a href="#cite_ref-56">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://download.tuxfamily.org/sdtraces/BottinHTML/Bottin_R-S_files/Redneck_series__with_Rednukem_engine_-15750.html">"Redneck series (with Rednukem engine)"</a>. <i>The Linux Game Book</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2023-03-20</span></span>.</cite></span>
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<li id="cite_note-58"><span class="mw-cite-backlink"><b><a href="#cite_ref-58">^</a></b></span> <span class="reference-text"><cite id="CITEREFLiam_Dawe" class="citation web cs1">Liam Dawe. <a rel="nofollow" class="external text" href="https://www.gamingonlinux.com/2020/01/exhumed-powerslave-can-now-be-played-easily-with-a-cross-platform-game-engine/">"Exhumed/PowerSlave can now be played easily with a cross-platform game engine"</a>. <i>GamingOnLinux</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2022-03-19</span></span>.</cite></span>
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<li id="cite_note-59"><span class="mw-cite-backlink"><b><a href="#cite_ref-59">^</a></b></span> <span class="reference-text"><cite id="CITEREFLiam_Dawe" class="citation web cs1">Liam Dawe. <a rel="nofollow" class="external text" href="https://www.gamingonlinux.com/articles/raze-a-new-open-source-fork-of-eduke32-backed-by-gzdoom-tech.15937/">"Raze - a new open source fork of EDuke32 backed by GZDoom tech"</a>. <i>GamingOnLinux</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2020-08-15</span></span>.</cite></span>
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<li id="cite_note-60"><span class="mw-cite-backlink"><b><a href="#cite_ref-60">^</a></b></span> <span class="reference-text"><cite id="CITEREFTheGuardian2022" class="citation web cs1">TheGuardian (2022-11-17). <a rel="nofollow" class="external text" href="https://wololo.net/2022/11/17/ps-vita-release-jfblood-vita-blood-port/">"PS Vita Release: jfblood-vita (Blood port)"</a>. <i>Wololo.net</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2024-05-15</span></span>.</cite></span>
</li>
<li id="cite_note-61"><span class="mw-cite-backlink"><b><a href="#cite_ref-61">^</a></b></span> <span class="reference-text"><cite id="CITEREFTarason2018" class="citation web cs1">Tarason, Domonic (9 March 2018). <a rel="nofollow" class="external text" href="https://www.rockpapershotgun.com/2018/03/09/ken-silvermans-long-lost-build2-engine-released/">"Ken Silverman's long-lost BUILD2 engine released"</a>. <a href="Rock%2C_Paper%2C_Shotgun" class="mw-redirect" title="Rock, Paper, Shotgun">Rock, Paper, Shotgun</a>. p.&nbsp;1<span class="reference-accessdate">. Retrieved <span class="nowrap">23 June</span> 2018</span>.</cite></span>
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<li id="cite_note-62"><span class="mw-cite-backlink"><b><a href="#cite_ref-62">^</a></b></span> <span class="reference-text"><cite id="CITEREFWawro2018" class="citation web cs1">Wawro, Alex (9 March 2018). <a rel="nofollow" class="external text" href="https://www.gamedeveloper.com/programming/now-you-can-muck-around-with-the-build-engine-successor-build2">"Now you can muck around with the Build Engine successor: Build2"</a>. <a href="Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a>. p.&nbsp;1<span class="reference-accessdate">. Retrieved <span class="nowrap">23 June</span> 2018</span>.</cite></span>
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<li id="cite_note-63"><span class="mw-cite-backlink"><b><a href="#cite_ref-63">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://advsys.net/ken/buildsrc/build2.htm">"BUILD2 Demo and Tools"</a>. <i>advsys.net</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2019-08-22</span></span>.</cite></span>
</li>
</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="http://advsys.net/ken/build.htm">Ken Silverman's Build Engine Page</a></li>
<li><a rel="nofollow" class="external text" href="http://advsys.net/ken/buildsrc/build2.htm">BUILD2 Demo and Tools</a></li>
<li><a rel="nofollow" class="external text" href="https://www.youtube.com/watch?v=Tp8j-9XqADE">Build Engine basic tutorial using mapster32</a></li></ul>
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</style><div id="Build_Engine_games69" style="font-size:114%;margin:0 4em"> games</div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">Video games</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Witchaven" title="Witchaven">Witchaven</a></i></li>
<li><i><a href="William_Shatner's_TekWar" title="William Shatner's TekWar">William Shatner's TekWar</a></i></li>
<li><i><a href="Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i></li>
<li><i><a href="Witchaven_II%3A_Blood_Vengeance" title="Witchaven II: Blood Vengeance">Witchaven II: Blood Vengeance</a></i></li>
<li><i><a href="PowerSlave" title="PowerSlave">PowerSlave</a></i></li>
<li><i><a href="Blood_(video_game)" title="Blood (video game)">Blood</a></i></li>
<li><i><a href="Shadow_Warrior_(1997_video_game)" title="Shadow Warrior (1997 video game)">Shadow Warrior</a></i></li>
<li><i><a href="Redneck_Rampage" title="Redneck Rampage">Redneck Rampage</a></i></li>
<li><i><a href="Redneck_Rampage_Rides_Again" title="Redneck Rampage Rides Again">Redneck Rampage Rides Again</a></i></li>
<li><i><a href="Redneck_Deer_Huntin'" title="Redneck Deer Huntin'">Redneck Deer Huntin'</a></i></li>
<li><i><a href="Extreme_PaintBrawl" title="Extreme PaintBrawl">Extreme PaintBrawl</a></i></li>
<li><i><a href="NAM_(video_game)" title="NAM (video game)">NAM</a></i></li>
<li><i><a href="WWII_GI" title="WWII GI">WWII GI</a></i></li>
<li><i><a href="Ion_Fury" title="Ion Fury">Ion Fury</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related articles</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Ken_Silverman" title="Ken Silverman">Ken Silverman</a></li>
<li><a href="3D_Realms" title="3D Realms">3D Realms</a></li></ul>
</div></td></tr></tbody></table></div>
<div class="navbox-styles"></div><div role="navigation" class="navbox" aria-labelledby="Game_engines_(list)393" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Game_engines_(list)393" style="font-size:114%;margin:0 4em"><a href="Game_engine" title="Game engine">Game engines</a> (<a href="List_of_game_engines" title="List of game engines">list</a>)</div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li><a href="Source_port" title="Source port">Source port</a></li>
<li><a href="First-person_shooter_engine" title="First-person shooter engine">First-person shooter engine</a>
<ul><li><a href="List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of first-person shooter engines</a></li></ul></li>
<li><a href="Game_engine_recreation" title="Game engine recreation">Game engine recreation</a>
<ul><li><a href="List_of_game_engine_recreations" title="List of game engine recreations">List of game engine recreations</a></li></ul></li>
<li><a href="Game_creation_system" title="Game creation system">Game creation system</a></li>
<li>Game IDE</li>
<li><a href="List_of_visual_novel_engines" title="List of visual novel engines">List of visual novel engines</a></li>
<li><a href="Id_Tech" title="Id Tech">id Tech</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Proprietary_software" title="Proprietary software">Proprietary</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">1980s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adventure_Game_Interpreter" title="Adventure Game Interpreter">Adventure Game Interpreter</a></li>
<li><a href="Cobra_(game_engine)" class="mw-redirect" title="Cobra (game engine)">Cobra</a></li>
<li><a href="Filmation_(game_engine)" title="Filmation (game engine)">Filmation</a></li>
<li><a href="Freescape" title="Freescape">Freescape</a></li>
<li><a href="Gold_Box" title="Gold Box">Gold Box</a></li>
<li><a href="Sierra_Creative_Interpreter" title="Sierra Creative Interpreter">Sierra Creative Interpreter</a></li>
<li><a href="SCUMM" title="SCUMM">SCUMM</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_GameStudio" title="3D GameStudio">3D GameStudio</a></li>
<li><a href="Clickteam" title="Clickteam">Clickteam</a></li>
<li><a href="Dark_Engine" title="Dark Engine">Dark Engine</a></li>
<li><a href="GameMaker" title="GameMaker">GameMaker</a></li>
<li><a href="Genie_Engine" title="Genie Engine">Genie Engine</a></li>
<li><a href="GoldSrc" title="GoldSrc">GoldSrc</a></li>
<li><a href="Jedi_(game_engine)" title="Jedi (game engine)">Jedi</a></li>
<li><a href="LithTech" title="LithTech">LithTech</a></li>
<li><a href="Mugen_(game_engine)" title="Mugen (game engine)">Mugen</a></li>
<li><a href="Pie_in_the_Sky_(game_engine)" title="Pie in the Sky (game engine)">Pie in the Sky</a></li>
<li><a href="Reality_Lab" title="Reality Lab">Reality Lab</a></li>
<li><a href="RenderWare" title="RenderWare">RenderWare</a></li>
<li><a href="RPG_Maker" title="RPG Maker">RPG Maker</a></li>
<li><a href="Sim_RPG_Maker" title="Sim RPG Maker">Sim RPG Maker</a></li>
<li><a href="Unreal_Engine_1" title="Unreal Engine 1">Unreal Engine 1</a></li>
<li><a href="Virtools" class="mw-redirect" title="Virtools">Virtools</a></li>
<li><a href="Virtual_Theatre" title="Virtual Theatre">Virtual Theatre</a></li>
<li><a href="Voxel_Space" title="Voxel Space">Voxel Space</a></li>
<li><a href="Zillions_of_Games" title="Zillions of Games">Zillions of Games</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Ubisoft_Anvil" title="Ubisoft Anvil">Anvil</a></li>
<li><a href="C4_Engine" title="C4 Engine">C4 Engine</a></li>
<li><a href="CryEngine" title="CryEngine">CryEngine</a></li>
<li><a href="Crystal_Tools" title="Crystal Tools">Crystal Tools</a></li>
<li><a href="Euphoria_(software)" title="Euphoria (software)">Euphoria</a></li>
<li><a href="Flare3D" title="Flare3D">Flare3D</a></li>
<li><a href="Frostbite_(game_engine)" title="Frostbite (game engine)">Frostbite</a></li>
<li><a href="Gamebryo" title="Gamebryo">Gamebryo</a></li>
<li><a href="GameSalad" title="GameSalad">GameSalad</a></li>
<li><a href="HeroEngine" title="HeroEngine">HeroEngine</a></li>
<li><a href="IW_(game_engine)" title="IW (game engine)">IW</a></li>
<li><a href="Leadwerks" title="Leadwerks">Leadwerks</a></li>
<li><a href="Marmalade_(software)" title="Marmalade (software)">Marmalade</a></li>
<li><a href="MT_Framework" title="MT Framework">MT Framework</a></li>
<li><a href="PhyreEngine" title="PhyreEngine">PhyreEngine</a></li>
<li><a href="Q_(game_engine)" title="Q (game engine)">Q</a></li>
<li><a href="Rockstar_Advanced_Game_Engine" title="Rockstar Advanced Game Engine">RAGE</a></li>
<li><a href="Shark_3D" title="Shark 3D">Shark 3D</a></li>
<li><a href="Source_(game_engine)" title="Source (game engine)">Source</a></li>
<li><a href="Titan_(game_engine)" title="Titan (game engine)">Titan</a></li>
<li><a href="Unigine" title="Unigine">Unigine</a></li>
<li><a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a></li>
<li><a href="Unreal_Engine_2" title="Unreal Engine 2">Unreal Engine 2</a></li>
<li><a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a></li>
<li><a href="Virtools" class="mw-redirect" title="Virtools">Virtools 2.5</a></li>
<li><a href="Vicious_Engine" class="mw-redirect" title="Vicious Engine">Vicious Engine</a></li>
<li><a href="Vision_(game_engine)" title="Vision (game engine)">Vision</a></li>
<li><a href="Visual3D_Game_Engine" title="Visual3D Game Engine">Visual3D Game Engine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="4A_Engine" class="mw-redirect" title="4A Engine">4A Engine</a></li>
<li><a href="Amazon_Lumberyard" title="Amazon Lumberyard">Amazon Lumberyard</a></li>
<li><a href="Bitsquid" title="Bitsquid">Bitsquid</a></li>
<li><a href="Buildbox" title="Buildbox">Buildbox</a></li>
<li><a href="Construct_(game_engine)" title="Construct (game engine)">Construct</a></li>
<li><a href="Creation_Engine" title="Creation Engine">Creation Engine</a></li>
<li><a href="Decima_(game_engine)" title="Decima (game engine)">Decima</a></li>
<li><a href="Defold" title="Defold">Defold</a></li>
<li><a href="Felgo" title="Felgo">Felgo</a></li>
<li><a href="ForgeLight" title="ForgeLight">ForgeLight</a></li>
<li><a href="Fox_Engine" title="Fox Engine">Fox Engine</a></li>
<li><a href="Id_Tech_5" title="Id Tech 5">id Tech 5</a></li>
<li><a href="Id_Tech_6" title="Id Tech 6">id Tech 6</a></li>
<li><a href="Ignite_(game_engine)" title="Ignite (game engine)">Ignite</a></li>
<li><a href="Luminous_Engine" title="Luminous Engine">Luminous Engine</a></li>
<li><a href="Pixel_Game_Maker_MV" title="Pixel Game Maker MV">Pixel Game Maker MV</a></li>
<li><a href="RE_Engine" title="RE Engine">RE Engine</a></li>
<li><a href="Snowdrop_(game_engine)" title="Snowdrop (game engine)">Snowdrop</a></li>
<li><a href="Stencyl" title="Stencyl">Stencyl</a></li>
<li><a href="Source_2" title="Source 2">Source 2</a></li>
<li><a href="UbiArt_Framework" title="UbiArt Framework">UbiArt Framework</a></li>
<li><a href="Unreal_Engine_4" title="Unreal Engine 4">Unreal Engine 4</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Id_Tech_7" title="Id Tech 7">id Tech 7</a></li>
<li><a href="Unreal_Engine_5" title="Unreal Engine 5">Unreal Engine 5</a></li>
<li><a href="S%26box" title="S&amp;box">S&amp;box</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Free_and_open-source_software" title="Free and open-source software">Free and<br>open-source</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="1970s25" scope="row" class="navbox-group" style="width:1%">1970s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Z-machine" title="Z-machine">Z-machine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adventure_Game_Studio" title="Adventure Game Studio">Adventure Game Studio</a></li>

<li><a href="Crystal_Space" title="Crystal Space">Crystal Space</a></li>
<li><a href="Doom_engine" title="Doom engine"><i>Doom</i> engine</a></li>
<li><a href="Game-Maker" title="Game-Maker">Game-Maker</a></li>
<li><a href="OHRRPGCE" class="mw-redirect" title="OHRRPGCE">OHRRPGCE</a></li>
<li><a href="Quake_engine" title="Quake engine"><i>Quake</i> engine</a></li>
<li><a href="Quake_II_engine" title="Quake II engine"><i>Quake II</i> engine</a></li>
<li><a href="Stratagus" title="Stratagus">Stratagus</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Away3D" title="Away3D">Away3D</a></li>
<li><a href="Blender_Game_Engine" title="Blender Game Engine">Blender Game Engine</a></li>
<li><a href="Bork3D_Game_Engine" class="mw-redirect" title="Bork3D Game Engine">Bork3D Game Engine</a></li>
<li><a href="Cocos2d" title="Cocos2d">Cocos2d</a></li>
<li><a href="Dim3" title="Dim3">Dim3</a></li>
<li><a href="Game_Editor" title="Game Editor">Game Editor</a></li>
<li><a href="GDevelop" title="GDevelop">GDevelop</a></li>
<li><a href="Id_Tech_3" title="Id Tech 3">id Tech 3</a></li>
<li><a href="Id_Tech_4" title="Id Tech 4">id Tech 4</a></li>
<li><a href="Irrlicht_Engine" title="Irrlicht Engine">Irrlicht Engine</a></li>
<li><a href="JMonkeyEngine" title="JMonkeyEngine">jMonkeyEngine</a></li>
<li><a href="Lightweight_Java_Game_Library" class="mw-redirect" title="Lightweight Java Game Library">Lightweight Java Game Library</a></li>
<li><a href="L%C3%B6ve_(game_framework)" title="Löve (game framework)">Löve</a></li>
<li><a href="OGRE" title="OGRE">OGRE</a></li>
<li><a href="Open_Wonderland" title="Open Wonderland">Open Wonderland</a></li>
<li><a href="Panda3D" title="Panda3D">Panda3D</a></li>
<li><a href="Papervision3D" title="Papervision3D">Papervision3D</a></li>
<li><a href="Plasma_(game_engine)" class="mw-redirect" title="Plasma (game engine)">Plasma</a></li>
<li><a href="Platinum_Arts_Sandbox" title="Platinum Arts Sandbox">Platinum Arts Sandbox</a></li>
<li><a href="Pygame" title="Pygame">Pygame</a></li>
<li><a href="Ren'Py" title="Ren'Py">Ren'Py</a></li>
<li><a href="Scratch_(programming_language)" title="Scratch (programming language)">Scratch</a></li>
<li><a href="Solar2D" title="Solar2D">Solar2D</a></li>
<li><a href="Thousand_Parsec" title="Thousand Parsec">Thousand Parsec</a></li>
<li><a href="Torque_(game_engine)" title="Torque (game engine)">Torque</a></li>
<li><a href="Vassal_Engine" class="mw-redirect" title="Vassal Engine">Vassal Engine</a></li>
<li><a href="Wintermute_Engine" title="Wintermute Engine">Wintermute Engine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Delta3D" title="Delta3D">Delta3D</a></li>
<li><a href="Godot_(game_engine)" title="Godot (game engine)">Godot</a></li>
<li><a href="GPUOpen" title="GPUOpen">GPUOpen</a></li>
<li><a href="Horde3D" title="Horde3D">Horde3D</a></li>
<li><a href="LibGDX" title="LibGDX">libGDX</a></li>
<li><a href="Moai_(software)" title="Moai (software)">Moai</a></li>
<li><a href="OpenFL" title="OpenFL">OpenFL</a></li>
<li><a href="ORX" title="ORX">ORX</a></li>
<li><a href="PlayCanvas" title="PlayCanvas">PlayCanvas</a></li>
<li><a href="Raylib" title="Raylib">Raylib</a></li>
<li><a href="Snap!_(programming_language)" title="Snap! (programming language)">Snap!</a></li>
<li><a href="Stencyl" title="Stencyl">Stencyl</a></li>
<li><a href="Stride_(game_engine)" title="Stride (game engine)">Stride</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Open_3D_Engine" title="Open 3D Engine">Open 3D Engine</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr></tbody></table></div>
<div class="navbox-styles"></div><div role="navigation" class="navbox" aria-labelledby="3D_Realms_(list_of_games)110" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="3D_Realms_(list_of_games)110" style="font-size:114%;margin:0 4em"><a href="3D_Realms" title="3D Realms">3D Realms</a> (<a href="List_of_3D_Realms_games" title="List of 3D Realms games">list of games</a>)</div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">As Apogee Software</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Arctic_Adventure_(video_game)" title="Arctic Adventure (video game)">Arctic Adventure</a></i></li>
<li><i><a href="Bio_Menace" title="Bio Menace">Bio Menace</a></i></li>
<li><i><a href="Blake_Stone%3A_Aliens_of_Gold" title="Blake Stone: Aliens of Gold">Blake Stone: Aliens of Gold</a></i></li>
<li><i><a href="Blake_Stone%3A_Planet_Strike" title="Blake Stone: Planet Strike">Blake Stone: Planet Strike</a></i></li>
<li><i><a href="Boppin'" title="Boppin'">Boppin'</a></i></li>
<li><i><a href="Commander_Keen_in_Goodbye%2C_Galaxy" title="Commander Keen in Goodbye, Galaxy">Commander Keen in Goodbye, Galaxy</a></i></li>
<li><i><a href="Commander_Keen_in_Invasion_of_the_Vorticons" title="Commander Keen in Invasion of the Vorticons">Commander Keen in Invasion of the Vorticons</a></i></li>
<li><i><a href="Cosmo's_Cosmic_Adventure" title="Cosmo's Cosmic Adventure">Cosmo's Cosmic Adventure</a></i></li>
<li><i><a href="Crystal_Caves" title="Crystal Caves">Crystal Caves</a></i></li>
<li><i><a href="Dark_Ages_(1991_video_game)" title="Dark Ages (1991 video game)">Dark Ages</a></i></li>
<li><i><a href="Duke_Nukem_(video_game)" title="Duke Nukem (video game)">Duke Nukem</a></i></li>
<li><i><a href="Duke_Nukem_II" title="Duke Nukem II">Duke Nukem II</a></i></li>
<li><a href="Kroz" title="Kroz"><i>Kroz</i> series</a></li>
<li><i><a href="Major_Stryker" title="Major Stryker">Major Stryker</a></i></li>
<li><i><a href="Math_Rescue" title="Math Rescue">Math Rescue</a></i></li>
<li><i><a href="Monster_Bash" title="Monster Bash">Monster Bash</a></i></li>
<li><i><a href="Monuments_of_Mars" title="Monuments of Mars">Monuments of Mars</a></i></li>
<li><i><a href="Mystic_Towers" title="Mystic Towers">Mystic Towers</a></i></li>
<li><i><a href="Paganitzu" title="Paganitzu">Paganitzu</a></i></li>
<li><i><a href="Pharaoh's_Tomb" title="Pharaoh's Tomb">Pharaoh's Tomb</a></i></li>
<li><i><a href="Raptor%3A_Call_of_the_Shadows" title="Raptor: Call of the Shadows">Raptor: Call of the Shadows</a></i></li>
<li><i><a href="Realms_of_Chaos_(video_game)" title="Realms of Chaos (video game)">Realms of Chaos</a></i></li>
<li><i><a href="Rise_of_the_Triad" title="Rise of the Triad">Rise of the Triad</a></i></li>
<li><i><a href="ScubaVenture%3A_The_Search_for_Pirate's_Treasure" title="ScubaVenture: The Search for Pirate's Treasure">ScubaVenture</a></i></li>
<li><i><a href="Secret_Agent_(video_game)" title="Secret Agent (video game)">Secret Agent</a></i></li>
<li><i><a href="Stargunner" title="Stargunner">Stargunner</a></i></li>
<li><i><a href="Wacky_Wheels" title="Wacky Wheels">Wacky Wheels</a></i></li>
<li><i><a href="Wolfenstein_3D" title="Wolfenstein 3D">Wolfenstein 3D</a></i></li>
<li><i><a href="Word_Rescue" title="Word Rescue">Word Rescue</a></i></li>
<li><i><a href="Xenophage%3A_Alien_Bloodsport" title="Xenophage: Alien Bloodsport">Xenophage: Alien Bloodsport</a></i></li>
<li><a href="List_of_minor_Apogee_Software_video_games" title="List of minor Apogee Software video games">List of minor video games</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">As 3D Realms</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Terminal_Velocity_(video_game)" title="Terminal Velocity (video game)">Terminal Velocity</a></i></li>
<li><i><a href="Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i></li>
<li><i><a href="Shadow_Warrior_(1997_video_game)" title="Shadow Warrior (1997 video game)">Shadow Warrior</a></i></li>
<li><i><a href="Balls_of_Steel_(video_game)" title="Balls of Steel (video game)">Balls of Steel</a></i></li>
<li><i><a href="Max_Payne_(video_game)" title="Max Payne (video game)">Max Payne</a></i></li>
<li><i><a href="Duke_Nukem%3A_Manhattan_Project" title="Duke Nukem: Manhattan Project">Duke Nukem: Manhattan Project</a></i></li>
<li><i><a href="Prey_(2006_video_game)" title="Prey (2006 video game)">Prey</a></i></li>
<li><i><a href="Duke_Nukem_Forever" title="Duke Nukem Forever">Duke Nukem Forever</a></i></li>
<li><i><a href="Bombshell_(video_game)" title="Bombshell (video game)">Bombshell</a></i></li>
<li><i><a href="Ion_Fury" title="Ion Fury">Ion Fury</a></i></li>
<li><i><a href="Wrath%3A_Aeon_of_Ruin" title="Wrath: Aeon of Ruin">Wrath: Aeon of Ruin</a></i></li>
<li><i><a href="Kingpin%3A_Life_of_Crime#Legacy" title="Kingpin: Life of Crime">Kingpin: Reloaded</a></i></li>
<li><i><a href="Graven_(video_game)" title="Graven (video game)">Graven</a></i></li>
<li><i><a href="Core_Decay" title="Core Decay">Core Decay</a></i></li>
<li><i>Phantom Fury</i></li>
<li><i><a href="Tempest_Rising" title="Tempest Rising">Tempest Rising</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">People</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Scott_Miller_(entrepreneur)" title="Scott Miller (entrepreneur)">Scott Miller</a></li>
<li><a href="George_Broussard" title="George Broussard">George Broussard</a></li>
<li><a href="Todd_Replogle" title="Todd Replogle">Todd Replogle</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Technology</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Apogee_Entertainment" title="Apogee Entertainment">Apogee Entertainment</a></li>
<li><a href="Embracer_Group" title="Embracer Group">Embracer Group</a></li>
<li><a href="Saber_Interactive" title="Saber Interactive">Saber Interactive</a></li></ul>
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