Follow Slashdot stories on Twitter


Forgot your password?
First Person Shooters (Games) PC Games (Games) Entertainment Games

Open-Source Cube Engine Gets Major Update 27

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"
This discussion has been archived. No new comments can be posted.

Open-Source Cube Engine Gets Major Update

Comments Filter:
  • Still v1? (Score:5, Informative)

    by __aatgod8309 ( 598427 ) on Sunday December 28, 2003 @06:43AM (#7821185)
    I'm waiting for Sauerbraten [] before i start getting excited. ('Oldskool' doesn't do anything for me, anyway...)
    • You'll be waiting for Duke Nukem Forever before Saurbraten comes out.

      Considering on their site it says development has been stalled for over a year.

      == Dead

  • but isn't this engine a bit too old? i mean, we've seen millions of boring quake 3 clones. why yet another more?
    • by Anonymous Coward on Sunday December 28, 2003 @07:14AM (#7821232)
      It doesn't play a bit like Quake 3. Did you even play the game?
    • by Anonymous Coward
      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.
  • So dark (Score:4, Interesting)

    by superpulpsicle ( 533373 ) on Sunday December 28, 2003 @12:28PM (#7821906)
    What is wrong with FPS nowadays, every game gets darker and darker. I have my brightness maxed out on my monitor and gamma way up.

    I heard a myth that game engines can generate more polygons in the dark. Can someone verify if this is complete BS?
    • Re:So dark (Score:5, Informative)

      by JFMulder ( 59706 ) on Sunday December 28, 2003 @12:59PM (#7822007)
      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.
      • It could also be the notion that darkness conceals things in the distance in a way not unlike fog does. Hence, it's conceivable that you can put more details directly in front of the player considering that the visual distance is reduced.
      • yes, I've noticed that 3D games seem to focus on simple models and complex textures rather than high poly counts with simple to no textures [i.e. Mario or Zelda on GC]

        I'd love to see some truly colorful original!] games for the PC that are on par with some of nintendo's offerings...the dark-n-drap FPS is really getting boring

  • OS X (Score:1, Interesting)

    by Anonymous Coward
    Any news of a mac port for this?
  • How does this fare against Ogre (, the other major open source rendering engine?
    • Re:Ogre? (Score:4, Informative)

      by Ramses0 ( 63476 ) on Sunday December 28, 2003 @01:27PM (#7822110)
      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.

      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.

  • open source + quake3 (Score:2, Interesting)

    by slackergod ( 37906 )
    while there's a thread on the subject of opensource fps engines...

    QFusion [] is an open source quake3 client, written from scratch.

    Just thought i'd post a link to it,
    cause it's an impressive accomplishment,
    and the source code is beautiful...
    and the engine's speed compares favorably to the real Q3 client.

  • If you need help (Score:2, Informative)

    by va3atc ( 715659 )
    Pop onto channel #cube on server:
    for help and finding other players to duel with.

If I had only known, I would have been a locksmith. -- Albert Einstein