src-build-source Version 4-08-2017 Release 5
6F/ 1.72M (c) RTCM Corvin
Source Code: Ken Silverman's BUILD Game and Tools.
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Filename and Author | Size (kb) | Description |
KEN SILVERMAN'S RELEASED SOURCE CODE |
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BUILDC.ZIP 8/20/2003
(C source) Ken Silverman |
48 | A.ASM (of the Build source code distribution) ported to C,
originally done by Ken Silverman in June of 1996. On 08/20/2003, I fixed a few bugs with
it - at least the ones I remembered. :) A.ASM ported to A.C (originally done by yours truly in June of 1996 to help the Mac & console port teams). I've seen some pretty nasty hack jobs done by people who have tried to port my A.ASM to C. They're so obfuscated it's funny! So I thought I'd help them by providing a more readable version to start with.(DOS, Watcom C/C++ 11.0 required to compile)
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slabsrc.zip 3/17/1999
(C source) Ken Silverman |
38 | SLABSPRI voxel editor source code, Used in Shadow Warrior and
Blood. DOS, Watcom C/C++ 11.0 required to compile) (The new SLAB6 viewer/editor can be downloaded from the general-tools-voxel Downloads)
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kenbuild.zip (C, ASM src) Ken Silverman |
1M | "Ken-Build" test game (1st released
6-20-2000), including complete Build
engine source code. NOTE: This is a snapshot of my Build source code from 2000. Kens BUILD
Editor and Tools source code. Includes Kens Build Game and Network routines. (DOS, Watcom C/C++ 11.0 required to compile) Includes source code for his Utilities: -Map Converters -TRANSPAL -EDITART -KGROUP -KEXTRACT -WAD2ART -WAD2MAP -SETUP (BUILD)
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xtramaps.zip 10-08-2004 Ken Silverman |
18 | 8 bonus maps that I made a long time ago for
Ken-Build.(Requires STUFF.DAT&GAME.EXE from KENBUILD.ZIP. You can also
play the maps using JFBuild.
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Build_Apr1994 (src inc) Ken Silverman |
503 | Here is an early snapshot of the Build Engine
distribution: Build_Apr1994.zip (515,806 bytes, 02/08/2008) At this point,
the editor and sample game are looking a lot like the final version. Of
course it's missing many of the bells & whistles which were to come. Note: I
removed the Doom guy (used only in serial link mode) and 1 wav file to avoid
copyright issues.
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Build Sect Ken Silverman |
124 | This was the first version of the "Build engine" with sectors. It was
also the first version which used a lookup table for shading. 01/02/1994: Ken finally rewrites his engine using the "SECTOR" idea after talking with John Carmack on the telephone. Before I was using a grid to find nearby walls and the "painter's" algorithm to sort the walls front to back. There were a lot of drawing bugs with the old method. Look at the first sector-based Build engine (127,628 bytes)
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