Eternity Engine

The Eternity Engine is a GPL source port maintained by James "Quasar" Haley and Stephen "SoM" McGranahan. It was originally meant to power the Eternity total conversion, but after the project went on hiatus, eventually being cancelled on the 15th of June 2006, the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU) by Simon "Fraggle" Howard.

The engine now boasts a host of new features, both gameplay related and editing related, all while maintaining backward compatibility with the original engine.

Both the Mordeth and Doom Millennium projects are being developed for the Eternity Engine.

Features

 * EDF (Eternity Definition Files) scripting language for defining new projectiles and monsters, with weapons planned for future releases.
 * "Small" scripting language for scripted events in levels
 * MAPINFO for the level header as well as the standard global one
 * BOOM, MBF and SMMU support.
 * A console
 * GFS (Game File Script): A way to add large numbers of files in a clean, safe manner
 * ExtraData support ("the end-all, be-all extension to the DOOM map format")
 * 3DMidTextures, which causes 2S linedefs using it 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.
 * Rendering portals which can be used to create skyboxes, and fake 3D architecture.

Source

 * Text has also been taken from the Team Eternity Software homepage (See "External links")
 * Text has also been taken from the Team Eternity Software homepage (See "External links")