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Cube: A Modern 3D Game Engine

An anonymous reader writes "There is a new 3d game engine being developed by Wouter van Oortmerssen (aka Aardappel) that utilizes SDL and OpenGL. It is pretty full-featured already, and is heavily influenced by Quake3." Same guy who did panoramic Quake.

16 of 169 comments (clear)

  1. Cube, the game by dnaumov · · Score: 4, Informative

    There's more to Cube then just the engine. It makes for a very nice game. It currently has deathmatch, deathmatch-sp and primitive sp. Try the deathmatch sometime, it's very fun. The engine itself is actually developed by 2 people, Aard does all the main stuff, while the other guy does the networking and the porting to *NIX platforms.

    There is also a very nice community of people developing maps for Cube, Aard is rather open-minded, so every new Cube release also tends to include at least several new maps. The game engine is not currently open-source, however, Aard plans to open-source it in "some time in the future".

    1. Re:Cube, the game by fingal · · Score: 4, Informative
      "some time in the future" sounds to me like "if I can't sell it to somebody first"

      or when I am sufficiently happy with the internal data structure of my code that it is not going to go through any major structural changes and therefore has an API that is interesting to link to...

      --

      The only Good System is a Sound System

    2. Re:Cube, the game by Aardappel · · Score: 4, Informative

      I guess its hard for both open & closed source fanatics to understand what I am doing with cube w.r.t. to the source.

      No, I am not trying to sell it (cube is a fun little engine, but it lacks 101 features to be commercially viable).

      No, I am not an Evil Closed Source Person. If you look at my homepage you'll see all my other projects come with source code (mostly GPL). If you read the cube docs, you'd see there is a plan to release the sources (BSD/ZLIB).

      and no, the code doesn't require major restructuring / cleanup before it can be released. The exe size on win32 with "mimimize code size" is 80k or so, I am sure everyone will agree that given the feature set there is not a lot of fat to trim.

      My motivation for not releasing the source yet is that cube is purely programming fun, and I have very particular coding/design ideas (minimalism) which I don't trust others to follow (yes, very arrogant, but its my code, deal with it).

  2. You lot are useless :/ by Idimmu+Xul · · Score: 4, Funny

    I've managed to download the game in under 30 mins with a 56k modem!

    I remember back in the day, when all this was fields, real men programmed in Cobol and simply uttering the phrase Slashdot Effect was enough to make any sane SysAdmin turn into a gibbering puddle of jelly and spend the rest of his life in rehab :/

    You kids nowadays with your fancy broadband, useless :/

    --
    The problem with slashdot is that most of its users were bullied and stuffed into lockers as kids!
  3. Interesting editing mode by theefer · · Score: 5, Informative

    The main interest in this engine is, I think, the editing mode. It's simply amazing. Anytime you want while in game (I suppose not during a deathmatch though), you just press E and enter the editing mode.

    You can raise/lower small cubes (or group of cubes) with the mouse scroller, etc. Everything can be built this way. It's both easy and powerful, requires no compilation (press E again and play) and works really well !

    The graphics are far from ugly, I'd say the game is rather pretty. It works well under linux, which is a good thing too.

    But you really have to try this editing mode ;-)

    Let's hope the engine will be open source ...

    --
    theefer
  4. Re:any particular reason... by dzym · · Score: 4, Funny

    We tried to get him to submit his resume to id Software. I dunno whatever became of that.

  5. I love it... by Corbin+Dallas · · Score: 5, Funny

    If for no other reason that the game's storyline. From the docs:

    Official game storyline: "You kill stuff. The End."

    Finally a first person shooter that doesn't try to beat me over the head with hours of meaningless plot development!

    --
    Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote.
  6. DM servers by cobar · · Score: 5, Informative

    For anybody that's interested in trying out the multiplayer, I have a server running at:
    deskstar.101freeway.com

    for at least the rest of the weekend.

  7. whats best way to begin something like this? by PaganRitual · · Score: 3, Interesting

    looks pretty cool, but it does look kinda like a prettier version of that old 'chasm' game ... or quake 1 i suppose ... not to be critical, i loved both of those games ... and im in no place to be critical because i cant even do anything remotely this good ...

    speaking of which ... what would be the best way to start on a project like this, say 3d enigine, from a beginners level? i know that a 3d engine isnt even something you consider from a beginners level, but this is what i would like to be looking at doing some time in the future ... any one care to share how they got started on game programming? what would be the best plan of attack? or is it just a matter of sitting down with a C++ book, then a visual C++ book (or could anyone tell me what other avenues i might look at with regards to IDE, including under linux), then a game programming book etc etc??? and are there specific websites, examples, source code that i should be checking out???
    ive wanted to do game programming for ages, but ive never pulled my finger out and sat down and got into it, but now that the new version of the stupid accounting software i code at work has gone gold, i wanna clear my brain of VB and get down and dirty into some serious (and entertaining) coding ... any useful advice would be most welcome ...

    replies to my hotmail acct welcome ...

    1. Re:whats best way to begin something like this? by JFMulder · · Score: 5, Informative

      You should first look at NeHe OpenGL tutorials. It will teach you a long way into 3d programming. It's very well written and covers a lot of subjects. Check it out at http://nehe.gamedev.net/. There are a lot of tutorials, and most of them is written in more than one language, so you can learn about using OpenGL even tough C++ is not your favorite language. The are tutorials in C++, PowerBasic... And code for Mac, Windows, Linux, everything! A true gem. This is the best beginners ressource you can find.

    2. Re:whats best way to begin something like this? by x+mani+x · · Score: 3, Informative

      Note: I am not a game programmer, but I am a programmer with some very basic knowledge about game design.

      what would be the best way to start on a project like this, say 3d enigine, from a beginners level?

      Use a really high level graphics API, so that all the gritty details are hidden from you. OpenGL is IMHO very low level in this context. SGI's Open Inventor sounds about right, but there's probably better API's out there for games.

      any one care to share how they got started on game programming? what would be the best plan of attack? or is it just a matter of sitting down with a C++ book, then a visual C++ book (or could anyone tell me what other avenues i might look at with regards to IDE, including under linux), then a game programming book etc etc???

      I suggest that before you start getting into game programming, start with seperately writing little programs to tinker with different aspects of game programming, like writing a screensaver (mostly graphics work, you can throw in a little AI, but there is no user interaction so it makes it much easier for you). Once you know your favorite language's syntax in and out, and you know how to attack/avoid the typical design problems you will no doubt encounter in game design, you can start thinking about design a game/engine.

      You're on the right track in terms of reading books. But it is definately not a matter of getting a C++ book, then getting a video game book, and going at it. Designing games involves a lot of things other than drawing graphics. You will need to be familiar with physics, human perception, collision detection, artificial intelligence, and many other things. For most people, this (at least!) means having taken a major in CS and/or CE and/or EE and/or Math (pick one). A game programming book will summarize some of these topics, but unless you dive head first into, for example, AI, your understanding of it will be very shallow.

      and are there specific websites, examples, source code that i should be checking out???

      I believe the Quake2 source has been released. Download it and read it. I'd recommend you start by hacking the code to add in your own features to the game as a first step to understanding it. Run it through a debugger to get a feel for how the game works (I have a feeling debugging quake2 in gdb or ddd would be extremely painful -- try to get your hands on Microsoft's Visual C++ debugger, it blows away anything on Linux and even Workshop on Solaris).

      ive wanted to do game programming for ages, but ive never pulled my finger out and sat down and got into it, but now that the new version of the stupid accounting software i code at work has gone gold, i wanna clear my brain of VB and get down and dirty into some serious (and entertaining) coding ... any useful advice would be most welcome ...

      Game programming is really, really hard. Much harder than you think. However, I hope I haven't discouraged you. If you feel motivated to do it, then don't let anyone stop you! Just know that it will take an insane amount of hard work and study (I'm talking on the order of years, not days, weeks or months) to get even a mediocre game or game engine out the door. :)

      Good luck,
      -Mani

  8. Re:Not open source [yet] by codexus · · Score: 3, Interesting

    Yes, but I understand his decision. He doesn't want to be the leader of a community project where he would do more management than coding. He wants to code his own engine for fun. Open-sourcing too early would not help and might result in problems. This reminds me of phpNuke which eventually forked and AtheOS (I'm not sure if it forked but I know the author wanted to continue do most of the coding himself and was concerned about a fork he didn't want.)

    --
    True warriors use the Klingon Google
  9. Re:looks nice, but... by Kynde · · Score: 4, Insightful

    There won't be room over room. At least not within the next 10 years...

    Geez, 2D projections to 3D again?

    Why was this interesting news item? It's not open source, it's like Doom with enhanced lighting, but not even enhanced enough, since it's vertex based (although fine grained). Just because it's built on top of SDL/OpenGL doesn't count for much, because there are numerous such projects out there, sadly none of them have gotten much wind under their wings. GPL'd 3D engine that gets masses moving is what I'm anxiously waiting for.

    --
    1 Earth is warming, 2 It's us, 3 it's royally bad, 4 we need to take action NOW
  10. Wouter's progr. languages are way more interesting by Otis_INF · · Score: 3, Informative

    He did quite a lot of work on the front of visual programming and came up with a lot of programming languages which are definitely worth a look.

    Check out the page: http://wouter.fov120.com/proglang/index.html.

    --
    Never underestimate the relief of true separation of Religion and State.
  11. Hrm by Cave+Dweller · · Score: 3, Funny

    "Combines very high precision dynamic occlusion culling with a form of geometric mipmapping [...]"

    Thats a nice way of saying "It looks pretty and lets you kill stuff". Hehe.

  12. Argh: Quake is seriously outdated by Junks+Jerzey · · Score: 4, Informative

    I'm a game developer, and I find it endlessly amusing that internetters love to equate Quake technology with the cutting edge. I guess it begs the question: Do wannabe game programmers and fanboys have any experience with engines that are *not* Quake-like?

    For example, look at the amazing stuff done in high-end PlayStation 2 games. There's no way you could get the Quake III engine to do those kinds of things. And yet everyone fawns all over Quake like it's the only game technology available. In reality, it's just that there's a distinct lack of familiarity with what else is available, much as hardcore Linux advocates don't know about OSes other than Linux and Windows, and don't know much at all about OS history prior to 1991.