Doom to Dunia: A Visual History of 3D Game Engines
Build
Made famous as the engine upon which Duke Nukem 3D was constructed, Build shared a similar trait with the Doom engine in that both rendered worlds on a 2D plane with sprites populating the map. The Build engine broke worlds into individual sectors arranged in a grid, and the ceiling and floors in each sector could be built to a different height. Coupled with the ability to look up and down with the mouse from the get-go, this presented the illusion of 3D.
But that wasn't the only 3D trick up Build's sleeve. By applying special tags to walls or a spot on the floor in a sector, developers could make it so that when a gamer walked into or over the designated spot, he would be teleported to a different sector. One way in which this was used was for creating holes in the ground that a player would appear to fall through, but really would be teleporting to a different sector on the 2D map.
To get the best out of the Build engine, gamers needed a Pentium class PC and an SVGA videocard, although early Build games also ran on 486-based machines.
Date Released: Late 1993
Notable Games: Blood, Duke Nukem 3D, Extreme Paintbrawl, PowerSlave, Redneck Deer Huntin', Redneck Rampage, Redneck Rampage Rides Again, Shadow Warrior, William Shatner's TekWar, Witchaven, Witchaven II
Stonekeep
Up until its release, Stonekeep was considered vaporware due to its long production schedule that stretched a nine-month stint into a five-year project. Not entirely by accident, the Stonekeep engine kept being revised as hardware continued to advance. At the beginning, the game strove to be lean enough to run on a 286-class machine using only floppy disks, but would ultimately end up requiring a 386-based PC with a CD drive.
The Stonekeep engine made use of motion-captured monsters, which at the beginning only consisted of models from the waist up. After all, if you're standing face to face with your foe, you won't be looking down. This was later changed when Peter Oliphant, lead programmer at the time, wanted players to have the ability to back up during a fight, which would expose a foe's lower body.
Player movement using the evolving Stonekeep engine consisted of moving from grid to grid, or more specifically, from edges of grids. The problem with this was that when a player turned around, he would be moved to the other side of the grid, creating symmetry problems that needed to be fixed.
Date Released: 1990-1995
Notable Games: Stonekeep
XnGine
One of the first 3D engines ever made, Bethseda's XnGine was also a bit buggy early on. The DOS-based engine ran into stability issues on Windows 95 systems, and clipping issues caused gamers to get stuck on 3D polygonal objects in games like Battlespire. Other engines avoided this problem by still using 2D sprites for in-game objects.
XnGine would later make use of high-resolution graphics and be compatible with 3dfx videocards. It would also make possible huge game worlds, such as was seen in Daggerfall.
Date Released: 1995
Notable Games: Battlespire, Daggerfall, Redguard, NIRA: Intense Import Drage Racing, Terminator: Future Shock and Terminator: SkyNET, X-Car
Jedi
The Jedi engine didn't go on to provide the basis for a large number of titles, but for the games it did power --Star Wars: Dark Forces and Outlaws -- it proved highly successful in creating a 3D-like environment. Built from the ground up (some have accused LucasArts of reverse-engineering the Doom engine, but these claims were never founded), the Jedi engine allowed for areas, or sectors, to be stacked.
Not everything was 3D, however. While the developers created objects as 3D models, they would then be rendered into bitmaps from different angles, usually in 45-degree intervals. The Jedi engine could support up to 32 angles for each object, and as you approach an object or enemy character, they would be rescaled as you got closer or farther away.
Advanced for its time, the Jedi engine also helped make popular the ability to jump and crouch, and look up and down, feats made even more impressive considering this was LucasArts first attempt at an FPS (Dark Forces).
Date Released: 1995
Games: Star Wars: Dark Forces, Outlaws