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After two attempts, Ken Silverman began writing a successor to the popular Build engine while mentoring a smart local kid in 2006. It eventually became BUILD2 and he continued working on it until 2011.
http://advsys.net/ken/buildsrc/build2.htm
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:
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.
- 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.