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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826041 views, last view: 12/09/2021 02:36 |
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#1245: Very impressed with the cube engine. - few questions. |
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by d_low
on 02/16/2003 10:32
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The cube engine is deffinitly a very impressive piece of programming. From the moment i loaded it up i was suprized to find how well the engine runs compared to other more bloated engines. I am looking seriously into starting my own game project and possible using a modified version of the cube engine. I dont want to realease too many details about the game before hand b/c im afraid some1 may steal the ideas, but here are a few basics.
1) Maps would have to be dynamic. This would mean changes to pillars, walls, etc.. could be made on the fly. Looks like the cube engiine is well suited for this.
2) Engine would have to support alot more guns and items far beyond what is currently offered in the cube game. I do not believe this is too big of a deal either with cube.
3) Heres the big one. The engine would have to support very large maps, much larger than what is currently loaded with the cube. Support for terrian would be nice but no neccessary. Is this at all possible with the cube? By large i dont mean Everquest, but i dont mean Counter Strike either. Probably about 30x bigger than what maps are used in the cube atm.
4) One last thing, is a physics model being worked on? I would like to use vehicles in the game im trying to create. If not, couls one be added esily to cube?
Thank you for your help, feel free to e-mail me with questions or comment. Like i said before, amazing game!!!
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#1246: Re: Very impressed with the cube engine. - few questions. |
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by Aardappel
on 02/17/2003 12:37, refers to #1245
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1) very few engines will make this easier ;)
2) yes
3) what is best to do here depends on a lot of factors. If your map design can have plenty of occluders you do not have a problem at all, big maps will run the same speed of small maps. On the other hand if the strong point of your game is supposed to be large open terrain, you will need some changes, or may want to consider a proper terrain engine. Some minor tweaks to visibility & scale will go some way to making terrain maps more practical, but it won't look as good as other terrain engines without major changes.
4) The physics is very close to quake's physics, meant for bounding boxes which don't have rotational velocity. For good physics with vehicles you will need proper rigid body dynamics, which I will definitely not implement :) If you are serious about vehicles, I would advice to add something like ODE purely for vehicles.
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#1247: Re: Very impressed with the cube engine. - few questions. |
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by SysteM_H
on 02/18/2003 07:14, refers to #1245
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ooo, I'm gonna keep my eye on this project :) good luck with it
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#1248: Re: Very impressed with the cube engine. - few questions. |
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by Verbal
on 02/21/2003 05:46, refers to #1245
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Well, try 'newmap 12' in edit mode and see how big that sucker is. I don't believe any FPS would ever need that big a map unless it was a very large game (way more than 100 people)
Very large map..
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#1249: Re: Very impressed with the cube engine. - few questions. |
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by spentron@thatsmeyoustupiderrorcheckingsoftware
on 02/21/2003 21:24
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The 1024x1024 cube map can contain 64 Nudist Colony (the starting map) sized maps. The main reasons for using it in my experience are that the 512 size may be just a little bit small and just simply to avoid any crowding (it seems almost infinite at first). No map currently existing fully uses this size. As to the maximum size room, that's more like 256 cubes square if there's much at all in it.
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#1250: REALLY ! |
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by frank__i
on 02/22/2003 03:47
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you should but the savegame section in the menu and REALLY do coop
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#1251: Site Movage |
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by pushplay
on 02/23/2003 18:31
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I moved my website. My Cube stuff can now be found here:
http://www.cursesandepithets.com/cube/
with the rest of my site being here:
http://www.cursesandepithets.com/
Update your links and bookmarks or I will be very cross. :)
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#1252: water |
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by Atama
on 02/24/2003 20:09
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how can i render water in a map ?
thx
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#1253: RTFM |
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by pushplay
on 02/25/2003 00:15, refers to #1252
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/waterheight 2
or whatever height you want
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#1254: Re: water |
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by spentron@home
on 02/25/2003 01:50
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Actually, waterlevel 2
starts out -128
0 is just under default floor
max 127
or more generally, c:\cube\readme.html
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#1255: Re: water |
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by pushplay
on 02/25/2003 02:05, refers to #1254
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Ok, whatever.
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#1256: Re: water |
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by SysteM_H
on 02/25/2003 03:32, refers to #1254
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wow... I wish someone had told me that. I was used to making cube buckets and walking to a lake in another level, gradually filling a room with water. geez, that took forever :)
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#1257: Re: water |
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by Bascule
on 02/25/2003 08:46, refers to #1256
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LOL :))
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#1258: Re: water |
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by Piglet
on 02/26/2003 19:59, refers to #1257
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oh dear
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#1259: Re: water |
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by pushplay
on 02/27/2003 04:43, refers to #1258
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It's easier if you just go out drinking the night before and relieve yourself in the level.
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#1260: Re: water |
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by SysteM_H
on 02/28/2003 02:19, refers to #1259
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I'll remember that when I need some extremely polluted water.
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#1261: bug: all freez |
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by tantrika
on 02/28/2003 16:35
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ive sometime a bug: everything freeze, specially on Games-On.nl, very annoying because have to hard reboot...
mdk9.0 / Athlon900 128M + GeForce2(nvidia driver on xfree 4) 64M
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#1262: .. |
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by help!!!
on 03/01/2003 15:14
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i downloaded cube onto my redhat 8.0 system and no matter what i do my fps stays at 9!!! i can\'t tweak it, it doesnt work!i have an intel celeron 1.7 ghz, and 512 mb RAM. Some1 please help!
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#1263: .. |
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by Darthvim
on 03/01/2003 23:32
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from which manufactor is your graphicscard ?
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#1264: Re: .. |
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by Aardappel
on 03/03/2003 10:49, refers to #1262
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you are running cube using software opengl rendering.
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