Last Updated on July 10, 2021
Eternity is an advanced DOOM source port.
Eternity’s goal that makes it different from feature ports such as GZDoom is demo compatibility similar to that of PrBoom+, kept specifically to ensure that every new feature added fits seamlessly with what exists so far.
Support for Heretic is growing.
Features include:
- ACS, including many of ZDoom’s enhancements to the language.
- Additional control options including crosshairs, free look, jumping, and flying configurable via Quake-style key bindings.
- BOOM, MBF and partial SMMU support (excluding FraggleScript).
- Cardboard – a floating-point rendering engine created by SoM that fixes several problems inherent with the classic fixed-point Doom rendering engine.
- A console.
- EDF – Eternity Definition Files – content definition language for new projectiles and monsters, with weapons planned for future releases.
- EMAPINFO for defining properties of levels such as names, secret exits, music, etc.
- ENDOOM and animated start up screen support
- ExtraData, a text-based map format extension allowing use of Hexen and custom editing features in the Doom map format. Special data for the objects is then given inside the script.
- GFS – Game File Script – a way to add large numbers of files in a clean, safe manner.
- High screen resolutions, widescreen support, uncapped framerate, and render to texture capability.
- MapInfo – expands SMMU’s level info system significantly, allowing dozens of new properties to be specified, and allowing cascading global EMAPINFO lumps as an alternative to inserting MapInfo data into level headers. Among other things, MapInfo is used to tie ExtraData and ACS scripts to the maps that use them.
- “Managed mission pack” support for Master Levels and No Rest for the Living, allowing their maps to be loaded and played at runtime from the main menu.
- MUSINFO support.
- PNG-format graphics support.
- UDMF support, with the “Eternity” namespace.
- Render-only slopes.
- Rendering portals which can be used to create skyboxes and fake 3D architecture. Linked portals allow objects to pass through them, as well.
- 3D middle textures, which cause 2S linedefs to clip objects using the height of their middle texture. Within the range of the texture’s height, the lines are effectively solid and block players, monsters, and projectiles. Below or above, objects can pass freely.
- Translucency, regular and additive.
- Walking over/under monsters and other things.
- Work-in-progress support for Heretic, Hexen, and Strife.
- ZIP support compatible with ZDoom, with a recommended extension of .pke.
- Cross-platform support – runs under Linux, BSD, macOS, and Windows.
Website: eternity.youfailit.net/wiki/Eternity_Engine
Support: GitHub Code Repository
Developer: James Haley, Ioan Chera, Max Waine, and contributors
License: GNU General Public License v3+
Eternity is written in C++. Learn C++ with our recommended free books and free tutorials.
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