Open-Source Cube FPS Game/Engine Updated
An anonymous reader writes "There's a new release of the open source multiplayer/singleplayer first person shooter Cube available on the official site. According to the site, this update, which has freely downloadable 'Win32/MacOSX/Linux/LinuxPPC clients and Linux/Solaris/FreeBSD servers' includes 'lots of new great SP [single player] and DM [deathmatch] maps, new textures, mapmodels, a completely new
soundtrack yet again, and a variety of code improvements such as better animation.' - the history document has more info on the changes."
I feel compelled to mention that the author has written other engines besides cube; those can be viewed here. Oh yeah, he worked on Far Cry, too!
http://umn.dl.sourceforge.net/sourceforge/cube/cub e_2004_05_22.tar.gz
this works for me 8-|
This thing is no more advanced than the engine used in Doom 1/2 (2.5D at best) and in Duke Nukem 3D. This engine cannot be used to make "rooms over rooms."
This open source 3D-engine is so far behind UT2K4, Doom 3, and HL 2 that it probably stands a next to zero chance of making the leap to real 3D in the near future.
I beat the Slashdotting! I found out about this on Doom World and I've been playing with it all day.
Couple of helpful hints for Windows users. First, run cube.bat in the root directory; the cube.exe in the bin directory mysteriously crashes if you run it directly. (Well, it did on my system.) Second, if you have a slower system, like I do, you might actually want to edit that cube.bat file and set the resolution to 640x480 instead of 1024x768!
Sunlit World Scheme. Weird and different.
Edit autoexec.cfg and change "invmouse 0" to "invmouse 1". It's in the Doc.
On my 667 mhz pIII with Radeon 9000 in Fedora Core 1 at 800*600, I average about 50-70 FPS in medium/low detail areas. But most of the time during play in large areas with enemies, I get about 24 FPS, even with graphics set to lowest detail. Changing the resolution has reletively little effect. (Unless it's set to 320x240) The detail settings really only change the frame rate by one or two frames per second on my system. The biggest source of speed increase in Cube is to sete the field of vision to something like 60 degrees.
Q2 is also true 3D, unlike Cube, which is (apparently, judging from the screenshots) 2.5D.
Cube does have some things that Q2 lacks, such as in-game editing of geometry, and probably better handling of outdoor areas.
Also, my guess is that the system requirements for running Q2 are somewhat higher than those for Cube.
The right game engine for the right game, I always say.
(Well, not always; sometimes I say other things, and sometimes I don't talk at all.
But when I do talk, one of the things that I may say is "The right game engine for the right game".
So I guess that it would be more accurate to say "The right game engine for the right game, I sometimes say.".)
Anyway, it's nice to see that people are working on these things.
Other open-source game engines exist, such as Crystal Space 3D and OGRE.
There used to be a comprehensive list of 3D engines (both free and commercial) here (which took over from here), but it's been a while since is was updated.
If anyone has a more recent version of this list, please post a link to it.
Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
Cube is a really great game. The best part about it is its customizability. There are many people out there working to mod the game. One really great example of the Cube engine being modified is Death Illustrated. It is a very original game in which you play the hero of a black and white ink-sketched comic book. It has similar gameplay to the original Cube game but the ambiance is really something, especially considering the limited tech they're working with. Here's a link, they are definitely worth checking out: Death Illustrated
well, they've picked the cross-platform compatibility as a goal right from the start - sticking to APIs that are not pain to port over.
Commercial game developers typically pick one or two platforms and then "optimize extensively" for those platforms. They want optimal, efficient and platform-aware programs, not academic-technical masterpieces. (Do a "grep -r goto *" in Quake source one day. Try to read the code without a noticeable eye bleeding. =)
Cube isn't developed with the goal of maximizing the profit from one or two platforms - it's made specifically with the other platforms and portability in mind. It apparently uses common cross-platform libraries like OpenGL and SDL, and many libraries that originate in *NIX but have been ported to other platforms (image libraries, Ogg Vorbis, etc). As an added bonus, being an open-source project, they can easily be open-source all the way and use whatever is already there.