qcliner.blogg.se

Cube 2 sauerbraten octree
Cube 2 sauerbraten octree













cube 2 sauerbraten octree
  1. #Cube 2 sauerbraten octree code#
  2. #Cube 2 sauerbraten octree free#

Your only real option here is to have yourself and your friends port Minetest to OSG yourselves, then show the developers of Minetest the results. Of course, I myself would find the results interesting. RealBadAngel would probably be against an engine change, unless it can be achieved without too much stress/hardship. T 1439001663 18 but that sounds like different engine Same with Red Eclipse, Tesseract, and Revelade Revolution. Cube 2: Sauerbraten Computer Science 3065 .id Cube 2: Sauerbraten Cube 2: Sauerbraten Developer(s) Wouter 'Aardappel' van Oortmerssen Lee 'eihrul' Salzman Mike 'Gilt' Dysart Robert 'baby rabbit' Pointon Quinton 'quin' Reeves 1 Distributor(s) Desura Designer(s) Wouter van Oortmerssen Composer(s) Marc A. T 1439001650 2030 RealBadAngel: Voxel octrees are what the Cube 2 Sauerbraten engine is based on. T 1439001589 18 idk what voxel octrees are T 1439001587 2030 That engine is the only one that I can run occlusion mapping in without any serious reprocussions. voxel octrees, RealBadAngel? I heard that there is a sizeable difference in fps, and Cube 2 Sauerbraten proves this.

cube 2 sauerbraten octree

#Cube 2 sauerbraten octree code#

I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.Code: Select all T 1439001551 2030 What do you know and understand about polygons vs.

#Cube 2 sauerbraten octree free#

It is very common for general purpose game engines to use quaternions for describing objects' rotations. Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS. Quaternions are used somewhat like rotation matrices, but have fewer components you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with. Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”). The minimal solution to this is to add a roll component to your camera state. You can contribute anything you want: code, content, ideas. Inexor will be written from ground up new in modern C++17. Inexor focuses on classic gameplay as we've seen in Cube2 or the Quake series. As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw. Inexor will be a new first person shooter game which is based on a new octree-based game engine. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Sauerbraten is not meant to be a quick game creation kit, it is a game.

cube 2 sauerbraten octree

In this sense Cube 2: Sauerbraten is similar to games like Quake (its code is Open Source, but its media is not), it is a game that is meant to be added to, not copied and used as a template. Therefore, if you wish to produce a standalone game, be prepared to make many of the maps, models, textures, sounds etc from scratch yourself. Unless you have explicit permission from the authors, or the readme says explicitly "may be used for any purpose" or similar language, it will be illegal to include in your standalone game based on the engine (you may not assume that just because a file has no explicit license, that it is free of copyright). octree world structure which also supports lightmap-based lighting with accu. You can't simply redistribute the entire package with your modified files, as the majority of game media is not yours to use freely (it is made by many authors with a variety of licences and copyright restrictions). Cube 2: Sauerbraten 12 is a free open-source FPS game that supports both. If you insist on making a standalone game based on Cube 2, do realize that only the sourcecode is yours to use freely (if you abide by the ZLIB license, see below), while the media is not.















Cube 2 sauerbraten octree