Open-Source Cube Engine Gets Major Update
An anonymous reader writes "Cube, the Open Source (ZLIB) multiplayer and singleplayer FPS game and engine for Windows/Linux, has finally put out a new release. New features include demo recording/playback, new arena multiplayer modes, jumppads, improved mapmodel physics and configurability (bridges), mp3/ogg playback and a completely new cube soundtrack, many cool new maps and more! Get this 'Doom/Quake-style [engine] with some uncompromising brutal oldskool gameplay' at cubeengine.com."
I'm waiting for Sauerbraten before i start getting excited. ('Oldskool' doesn't do anything for me, anyway...)
It doesn't play a bit like Quake 3. Did you even play the game?
Plus the engine itself isn't anything like Quake 3. It's hard to think of anything that it is like - possibly a ridiculously advanced Wolfenstein 3D with teeny-tiny blocks, but I'm not sure if that's a good way of describing it...
Well, less hardware lights means light calculations, but since games rarely use more than two hardware light source. (even games like Spinter Cell use only a light or two, everything else is lightmaps)
I think it's just a trend that started back a few years ago to have dark environments instead of colorfull worlds.
In the simple case, Ogre is an engine, Cube is a thing.
...posted some new screenshots of their upcoming curling simulation, Granite 2004, which uses OGRE for rendering. We have to say it's looking very nice indeed.
;^)
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Ogre doesn't do anything by itself except spit out Javadocs or Doxygen, or whatever. Cube is like quake. It runs, it does stuff, you can use it to build other things. At it's core it has a 3d engine that you could probably use for other projects (this is what Ogre is), but even without any extra work, it's a game in it's own right.
Ogre is going to have all the: "call this function to set up view-frustrum culling" or "call this function to update the in-game camera position" or "call this function to have your game instantiate an object oriented 3d object which the physics engine that you write can manipulate". (All apologies for my crappy explanations, any Ogre developers
Basically, each project's end-product is targetting different levels. Ogre is designed to be general purpose 3d rendering library, Cube is designed to be nifty, fun, extensible, editable game thingy.
--Robert
Pop onto channel #cube on server: irc.gamesnet.net
for help and finding other players to duel with.
Candle burns its brightest in the dark
Well, for starters, in cube, you can change the scenery while the game is ongoing. Static "level maps" feel very boring when you've got an accomplished "cube dungeon master" logged in on a multiplayer server, and other players have to contend with walls and scenery changing shape and appearing/disappearing.