Difference between revisions of "Game engine recreations and source ports/FPS"

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{{WIP}}
 
{{WIP}}
 
==Earlier id games==
 
==Earlier id games==
;[[https://github.com/ReflectionHLE/ReflectionHLE ReflectionHLE]]
+
;[https://github.com/ReflectionHLE/ReflectionHLE ReflectionHLE]
 
:Conservative source port for Catacomb 3D series and Wolfenstein 3D, as well as Keen Dreams.
 
:Conservative source port for Catacomb 3D series and Wolfenstein 3D, as well as Keen Dreams.
;[[https://maniacsvault.net/ecwolf/ ECWolf]]
+
;[https://maniacsvault.net/ecwolf/ ECWolf]
 
:Source port for Wolfenstein 3D with support for widescreen and high resolution, and modding features.
 
:Source port for Wolfenstein 3D with support for widescreen and high resolution, and modding features.
  
 
==Doom/id Tech 1 engine==
 
==Doom/id Tech 1 engine==
;[[https://zdoom.org/ GZDOOM]]
+
''id Tech 1 powered the original Doom, Doom 2 and Final Doom games, as well as Raven Software's Heretic and Hexen''
 +
;[https://zdoom.org/ GZDOOM]
 
:The most popular Doom source port. Adds significant modding features and hardware rendering. Used by several commercial indie games.
 
:The most popular Doom source port. Adds significant modding features and hardware rendering. Used by several commercial indie games.
;[[https://www.chocolate-doom.org/ Chocolate Doom]]
+
;[https://www.chocolate-doom.org/ Chocolate Doom]
 
:Conservative source port of Doom, strictly following the behavior and features of the original version, but for modern operating systems.
 
:Conservative source port of Doom, strictly following the behavior and features of the original version, but for modern operating systems.
;[[https://github.com/kraflab/dsda-doom DSDA Doom]]
+
;[https://github.com/kraflab/dsda-doom DSDA Doom]
 
:The successor to PrBoom+. Good accuracy to the original game through featurelevels, while at the same time supporting Boom and MBF21 extensions and (optional) hardware rendering. Popular with speedrunners.
 
:The successor to PrBoom+. Good accuracy to the original game through featurelevels, while at the same time supporting Boom and MBF21 extensions and (optional) hardware rendering. Popular with speedrunners.
;[[https://zandronum.com/ Zandronum]]
+
;[https://zandronum.com/ Zandronum]
 
:The leading port for multiplayer Doom. Built on an older version of GZDoom.
 
:The leading port for multiplayer Doom. Built on an older version of GZDoom.
 
''The following ports are specific for Doom games on console''
 
''The following ports are specific for Doom games on console''
;[[https://github.com/Styd051/DOOM64-Super-EX-Plus Doom 64 EX Plus]]
+
;[https://github.com/Styd051/DOOM64-Super-EX-Plus Doom 64 EX Plus]
 
:Updated fork of Kaiser's original Doom 64 EX. Adds new monsters and the ability to play the leaked alpha version of the game.
 
:Updated fork of Kaiser's original Doom 64 EX. Adds new monsters and the ability to play the leaked alpha version of the game.
;[[https://github.com/BodbDearg/PsyDoom PsyDoom]]
+
;[https://github.com/BodbDearg/PsyDoom PsyDoom]
 
:A backport of Doom and Final Doom for the PS1.
 
:A backport of Doom and Final Doom for the PS1.
  
 
==Build engine==
 
==Build engine==
;[[https://eduke32.com/ EDuke32 and VoidSW]]
+
''Ken Silverman's Build Engine powered many FPS games in the mid and late 90s''
 +
;[https://eduke32.com/ EDuke32 and VoidSW]
 
:Duke Nukem 3D port with heavily extended CON scripting language. Used for the commercial game [[https://store.steampowered.com/app/562860/Ion_Fury/ Ion Fury]]. The port VoidSW is for the game Shadow Warrior and is co-hosted with the EDuke32 repository. Has both the original software renderer as well as two hardware renderers (Polymost and Polymer)
 
:Duke Nukem 3D port with heavily extended CON scripting language. Used for the commercial game [[https://store.steampowered.com/app/562860/Ion_Fury/ Ion Fury]]. The port VoidSW is for the game Shadow Warrior and is co-hosted with the EDuke32 repository. Has both the original software renderer as well as two hardware renderers (Polymost and Polymer)
;[[https://github.com/nukeykt/NBlood NBlood, Rednukem and PCExhumed]]
+
;[https://github.com/nukeykt/NBlood NBlood, Rednukem and PCExhumed]
 
:Sister projects to EDuke32 hosting reverse engineered ports using the same backend. NBlood runs Blood and PCExhumed runs the DOS version of Powerslave. Rednukem is built on the original Atomic Edition source code for Duke Nukem 3D while also supporting Redneck Rampage, Redneck Rampage Rides Again and Duke Nukem 64.
 
:Sister projects to EDuke32 hosting reverse engineered ports using the same backend. NBlood runs Blood and PCExhumed runs the DOS version of Powerslave. Rednukem is built on the original Atomic Edition source code for Duke Nukem 3D while also supporting Redneck Rampage, Redneck Rampage Rides Again and Duke Nukem 64.
;[[https://raze.zdoom.org/ Raze]]
+
;[https://raze.zdoom.org/ Raze]
 
:Port of multiple Build engine games running on the GZDoom backend. Hardware rendering only.
 
:Port of multiple Build engine games running on the GZDoom backend. Hardware rendering only.
;[[https://m210.duke4.net/ BuildGDX]]
+
;[https://m210.duke4.net/ BuildGDX]
 
:Port of multiple Build engine games, uses the GDX library for Java. Runs several games (Witchaven, TekWar, Legend of the Seven Paladins) not covered by the above ports.
 
:Port of multiple Build engine games, uses the GDX library for Java. Runs several games (Witchaven, TekWar, Legend of the Seven Paladins) not covered by the above ports.
 +
 +
==Jedi Engine==
 +
''Built in-house at LucasArts and adopting technologies previously developed for SCUMM games such as iMuse, the Jedi Engine went on only used in two games''
 +
;[https://theforceengine.github.io/ The Force Engine]
 +
:The successor to the XL Engine by the same developer. This is the only mature source port of the Jedi Engine and currently supports Dark Forces. Outlaws support is planned for future versions however.
 +
;[[DREAMM]]
 +
:Not a source port but worth mentioning. Emulates both Dark Forces and Outlaws along with many other games.
  
 
==Quake series==
 
==Quake series==
''To be added''
+
''The engines for Quake 1 and 2 are collectively considered as id Tech 2, and the engine for Quake 3 is known as id Tech 3. Both were licensed to other developers, and powered games such as Hexen 2, SiN, Soldier of Fortune 1&2, Daikatana, Kingpin, Jedi Outcast and Jedi Academy''
 +
;[https://icculus.org/twilight/darkplaces/index.html DarkPlaces]
 +
:Source port focusing on visually enhancing the original Quake. Used by Wrath: Aeon of Ruins.
 +
;[https://github.com/andrei-drexler/ironwail Ironwail]
 +
:High performance QuakeSpasm fork. Compatible with assets from 2021 remaster.
 +
;[https://github.com/skullernet/q2pro Q2 Pro]
 +
:Multiplayer oriented port. Compatible with assets from 2023 remaster.
 +
 
 +
==GoldSrc engine==
 +
''Based on the Quake 1 engine, Valve's GoldSrc powered their breakthrough game Half-Life''
 +
;[https://github.com/FWGS/xash3d-fwgs Xash3d]
 +
:Open source rewrite targeting compatibility with GoldSrc.

Latest revision as of 01:31, 10 May 2024

Earlier id games[edit]

ReflectionHLE
Conservative source port for Catacomb 3D series and Wolfenstein 3D, as well as Keen Dreams.
ECWolf
Source port for Wolfenstein 3D with support for widescreen and high resolution, and modding features.

Doom/id Tech 1 engine[edit]

id Tech 1 powered the original Doom, Doom 2 and Final Doom games, as well as Raven Software's Heretic and Hexen

GZDOOM
The most popular Doom source port. Adds significant modding features and hardware rendering. Used by several commercial indie games.
Chocolate Doom
Conservative source port of Doom, strictly following the behavior and features of the original version, but for modern operating systems.
DSDA Doom
The successor to PrBoom+. Good accuracy to the original game through featurelevels, while at the same time supporting Boom and MBF21 extensions and (optional) hardware rendering. Popular with speedrunners.
Zandronum
The leading port for multiplayer Doom. Built on an older version of GZDoom.

The following ports are specific for Doom games on console

Doom 64 EX Plus
Updated fork of Kaiser's original Doom 64 EX. Adds new monsters and the ability to play the leaked alpha version of the game.
PsyDoom
A backport of Doom and Final Doom for the PS1.

Build engine[edit]

Ken Silverman's Build Engine powered many FPS games in the mid and late 90s

EDuke32 and VoidSW
Duke Nukem 3D port with heavily extended CON scripting language. Used for the commercial game [Ion Fury]. The port VoidSW is for the game Shadow Warrior and is co-hosted with the EDuke32 repository. Has both the original software renderer as well as two hardware renderers (Polymost and Polymer)
NBlood, Rednukem and PCExhumed
Sister projects to EDuke32 hosting reverse engineered ports using the same backend. NBlood runs Blood and PCExhumed runs the DOS version of Powerslave. Rednukem is built on the original Atomic Edition source code for Duke Nukem 3D while also supporting Redneck Rampage, Redneck Rampage Rides Again and Duke Nukem 64.
Raze
Port of multiple Build engine games running on the GZDoom backend. Hardware rendering only.
BuildGDX
Port of multiple Build engine games, uses the GDX library for Java. Runs several games (Witchaven, TekWar, Legend of the Seven Paladins) not covered by the above ports.

Jedi Engine[edit]

Built in-house at LucasArts and adopting technologies previously developed for SCUMM games such as iMuse, the Jedi Engine went on only used in two games

The Force Engine
The successor to the XL Engine by the same developer. This is the only mature source port of the Jedi Engine and currently supports Dark Forces. Outlaws support is planned for future versions however.
DREAMM
Not a source port but worth mentioning. Emulates both Dark Forces and Outlaws along with many other games.

Quake series[edit]

The engines for Quake 1 and 2 are collectively considered as id Tech 2, and the engine for Quake 3 is known as id Tech 3. Both were licensed to other developers, and powered games such as Hexen 2, SiN, Soldier of Fortune 1&2, Daikatana, Kingpin, Jedi Outcast and Jedi Academy

DarkPlaces
Source port focusing on visually enhancing the original Quake. Used by Wrath: Aeon of Ruins.
Ironwail
High performance QuakeSpasm fork. Compatible with assets from 2021 remaster.
Q2 Pro
Multiplayer oriented port. Compatible with assets from 2023 remaster.

GoldSrc engine[edit]

Based on the Quake 1 engine, Valve's GoldSrc powered their breakthrough game Half-Life

Xash3d
Open source rewrite targeting compatibility with GoldSrc.