Wouter van Oortmerssen
Languages Written In:
- User Reviews
Cube is a tiny game engine hosting a singleplayer/multiplayer fps game.
- Object-Oriented Design
- Save/Load System
- Other singleplayer & multiplayer FPS game (weapons, items, many game modes, monsters, triggers) with savegames
- Particle System
- Lightmapping simplistic but effective lighting, that can do dynamic soft shadows & lights.
- Shadow Mapping
- Mesh Loading
- Occlusion Culling
- very high precision dynamic occlusion culling
- automatic LOD on the whole map allowing for configurable fps / visual quality tradeoff on any hardware
- no map precompilation of any kind needed, everything is dynamic & instant
- simplistic quad-tree world structure, with slopes (heightfields with caps), slants, water, and mapmodels
- Full Quake3 support
- Basic Physics
- Collision Detection robust collision detection & physics
- Master Server client/server networking, demo recording, master server / server browser
- 2D Sound
in-engine editing of the world geometry in full 3D, even networked with multiple people
mini scripting language
|License Name||Price in $US||Source Code Included?||Additional information|
Cool! And Interesting!~
With all of the hype over hardware features pixel shaders, bump mapping.
I Forgot how fast, fun and easy it was to develop game level maps with something like the 'Build engine'.
The Cube Engine, and more noteablly it's sequel: Cube II (dubbed "Sauerbraten"), to sum it up just imagine BUILD with Quake 2 quality rendering...
Press *E* in a game and go straight to the edit mode in realtime. Cool thing here is you can do this during a multplayer game. Imagine having teams build a fort in realtime multplayer, then teams go against eachother to try to take down the other teams fortress in order to find their flag.
Yes, it is true you can actually switch between edit and game mode during a multiplayer game!
Cube vs. Cube II (sauerbraten)
As with Build you select a face and use page up/down keys to lower and raise this section. Cube can only do this vertically. Sauerbraten can do it in both ways, horizontal and verteical, so you select a wall and do the same thing.
So I recommned using Sauerbraten over it's older brother in 'Cube'.
This is soooo temping to use, well say a budget game. It takes too long now to convert meshes form an external 3D app, import into a scene editor. We spend so much time with shaders, and staticmeshes now. The process is so long to get a simply detailed room.
Yes it is tempting to go back and build an actual fun game, and create it much faster, at the expense of using so-called 'out dated' rendering.
It is highly recommended that all should try this engiune and toolset out. Reason is, people need to be reminded of the days when games were more fun, yet less realistic, while game creation was much faster and more fun.
I remember avoiding some engines like the plague in 1999 that didn't have it's own world editor and was setup to use say 3dsmax export plug ins. Now all of the engines are doing this. (I still hate those 'scene editors', love those rare easy to use, 'all-in-one' editors)
Where have all of the user friendly fun world editors?
Well, we have Cube/Sauerbraten, so artist take note!