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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826767 views, last view: 12/09/2021 06:27

for questions, announcements etc.

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#33: last time

by SleepwalkR on 01/17/2002 00:45

I promise

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#34: Better than mine...

by Lukeyboy on 01/18/2002 11:36

This is definatly a better engine than I've ever made... although I got quite a good one happening I'll keep all you guys posted.

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#35: Re: Better than mine...

by SleepwalkR on 01/18/2002 13:05, refers to #34

Lukeyboy, what makes this engine so good is it's simplicity. I can't stress this enough =). So if you go about your own engine, it's a good idea to go over your feature list and choose what's important to make a game (support for entities, for example =) and what's not (sun flare effects). The more weight you lose, the better, faster and easier to develop your engine will be, and the more interesting will the games be that you can make with it. Of course, this is not a general rule, but in my own background as a level designer and programmer, I have always felt strongly about keeping things simple and minimalized, because it helps you focus on what's really important about what you are creating.

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#36: Sweet engine

by Vorpal on 01/22/2002 01:31

So far this thing looks very promising!

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#37: Feature Request :)

by RobC on 01/23/2002 16:36

Will cube ever do room over room or is it just fundamentally not worth toding because of the way cube renders, does z-buffering, etc? If so, it could be really cool for RAD on levels for other engines even...

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#38: back

by Aardappel on 01/24/2002 13:09

sorry, was away for a week :)

bascule: easiest is to ask people on #cube if they want a game... there's often someone there who wants to play.

lukeboy: what is this engine then? :) and indeed, I couldn't have said it better than sleepy's reply.

robc: from a rendering perspective, its absolutely trivial to have it do ROR, but it does complicate other areas a bit (physics, occlusion, lighting, editing etc). Really it would not be that much work to add but I think it is overrated as a feature. I quite like it as is.

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#39: Justification For Room Over Room

by RobC on 01/24/2002 17:06

Yeah, ROR is quite fine if your designing new stuff but if your trying to roughly approximate old geometry it is pretty much needed if the old geometry had ROR. Also its cool just for the geek factor.

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#40: ROR

by Bascule on 01/24/2002 18:53

>ROR...is overrated as a feature

LOL

I initially thought the lack of it was 'disappointing', but I am coming round to Aard's way of thinking and, anyway, he's writing the engine, not me!

Aard: Yeah, I've got myself an IRC client now (Trillian) and have ventured for the very first time into IRC territory to get an online game - I was impressed (with the game, not necessarily with IRC).

RobC: Surely the point of a new engine is doing *new* things with it and pushing the limits of what you have got to play with?

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#41: Response to Bascule's ROR Response :)

by RobC on 01/24/2002 22:11

Well you would still be doing something new... AKA take the basic layout of the old engine but add the ability to say, build houses on the fly...Shoot holes in walls with guns, etc :)

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#42: Cube for the Mac!

by eihrul on 01/28/2002 21:17

Cube now works on any big-endian unixish platforms, which means a MacOS X port
would be feasible. If anyone would be
interested in MacOS X server/client
binaries, lemme know. :)

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#43: woohoo

by Aardappel on 01/29/2002 00:32

and to add to the excitement, I got a little SP game going...

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#44: Re: Cube for the Mac!

by rickclark on 01/29/2002 01:45, refers to #42

Yeah, man! I have a friend who is a Mac user who would be be very interested and so would I, since i would love to frag him in Cube.

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#45: Re: woohoo

by rickclark on 01/29/2002 01:47, refers to #43

Too cool.

I am waiting with worm on my tongue (uh, that's baited breath)! :)

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#46: White wash bug/big endian fixes

by eihrul on 01/29/2002 04:43

Aard, in case you read this before I get
a hold of you, those PPC fixes I sent
you have a small bug that will cause
rendering to mess up...
Just add a call to glLoadIdentity()
directly before the call to gluPerspective() and everything works
as it should. Other than that show
stopper, Cube/PPC seems flawless. :)

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#47: Re: woohoo

by Bascule on 01/29/2002 22:03, refers to #43

Fantastic...

So when do we (the waiting public) get to taste the Cube SP experience?

/me can't wait

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#48: New Cube Release For All Platforms

by eihrul on 02/01/2002 04:40

The new release (conveniently packed up
in a zip rather than a self-extracting
installer) contains binaries and game
media for all platforms including Windows, x86 Linux, PowerPC Linux, FreeBSD, and Solaris in addition to lots
of cool new features like DMSP. Hence,
my unofficial cube-unix distro has been
discontinued since it's now unnecessary.

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#49: Re: New Cube Release For All Platforms

by SleepwalkR on 02/01/2002 09:06, refers to #48

eihrul, you don't have to enter line breaks yourself, the forum wraps your text automatically at the optimal column width =).

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#50: Re: New Cube Release For All Platforms

by eihrul on 02/01/2002 15:01, refers to #49

... which can be severely annoying if I wish to preformat my post in a specific manner. :P

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#51: Re: New Cube Release For All Platforms

by SleepwalkR on 02/01/2002 15:28, refers to #50

I find it easier to read with auto-wrap though =)

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#52: Using CUBE for Machinima...

by ILL Robinson on 02/01/2002 16:06

Hey there all...

I was recently pointed in this direction about possibly using Cube for machinima production.

For those who aren't familiar, Machinima is a filmmaking medium by which instead of real-world filmmaking, everything is "shot" within the virtual environment of FPS. Our recent Machinima short, Hardly Workin', was "filmed" entirely in Quake II.
(It also won a number of awards as an animation).

To this extent, we're flirting with which technology to choose for our next Machinima film. We're strongly considering Q3A, but looking at other tech/engines as well (thus, why I'm here).

Has anyone played around with Cube in this context? And are there demo record functions? Any info would be appreciated.

Thanks,
Robs

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