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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351334 views, last view: 12/09/2021 06:27

This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.

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#36: ..

by shahar2k on 03/22/2004 00:04

just wondering, but how feasable is it to add dynamically modifyable geometry to this? you could create something like in "scorched earth" with something like a "dirt missile" would create a sphere of junk in the world, or you could dig through the world using generated negative meshes. just an Idea, but I think it would kick ass to have this kind of stuff in a multiplayer game (somone's chasing you, you can dig your own tunnels, then fill them up)

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#37: shahar2k

by Pxtl on 03/22/2004 03:55

Look up an indie game called Tread Marks. High-speed tank combat and racing game with fully mutable terrain.

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#38: Re: shahar2k

by dcp on 03/22/2004 05:14, refers to #37

or red faction (geoMod engine)

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#39: Re: ..

by Aardappel on 03/22/2004 05:33, refers to #36

that be relatively easy.

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#40: Dynamic geometry

by Morningstar on 03/22/2004 07:23

Given Sauerbraten has an in-engine map editor, I\'d be tempted to go one step further than just deformable terrain, and actually integrate map editing into the game itself. (Perhaps more suited to a MMORPG than an RPG or FPS...)

Imagine a world where Mages have the ability to shape the world around them. They can tunnel through rock, throw up walls to defend themselves, or build castles (or mountains!)...

Some spells might make sense to occur realtime in game (Raise Pillar, for example, might create a tall column of particular height under the Mage\'s feet), while more complex changes might be better isolated from other players -- the Mage could create a \'boundary cube\' inside which he has total control over the map for a time; other players could see the changes through the boundary, but not enter themselves, so they don\'t interfere with the editing process.

Just an idea...

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#41: Water

by Morningstar on 03/22/2004 07:29


Out of curiosity, how does/will Sauerbraten handle water?

Will it use a similar water-plane concept as Cube, or will map editors select a volume of cubes and designate them as water? Or is it too early to ask this sort of question...? :)

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#42: Re: Water

by PigeonRat on 03/22/2004 09:40, refers to #41

Being able to designate cubes of water in Sauerbraten would be _so_ cool. :)

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#43: enet directory

by hungerburg on 03/26/2004 16:21

the Makefile that is in CVS for enet doesnt work on my system (recent debian unstable). I suggest the following:

put this file http://arton.cunst.net/cube/GNUMakefile into the top enet directory and remove [ Makefile.in aclocal.m4 configure depcomp install-sh missing include/Makefile.in include/enet/Makefile.in ] from the repository.

so one has the best of both worlds: on systems with GNU make, it will go thru the configure process - overwriting Makefile, while others (BSD eg.) just use the provided Makefile.

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#44: Re: enet directory

by hungerburg on 03/26/2004 16:22, refers to #43

sorry, its http://arton.cunst.net/cube/GNUmakefile with lower case "m".

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#45: Re: enet directory

by eihrul on 03/27/2004 16:42, refers to #43

Put 2 and 2 together. The Makefile is not supposed to be there in the first place! And the autoconf setup there is fine, so please leave it be. I will remove that stale Makefile, though, which got there by accident.

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#46: ..

by pushplay on 03/28/2004 12:09

I meant to ask this a while ago. About octa: The edges and faces in the union are just two different ways of accessing the same data, right? lookupcube() is just looking for the cube containing coordinate (tx,ty,tz) of size size, dividing the world as necessary, right? I assume in the future splitting will have to acount for inhereting texturing from the parent? Merging cubes isn't implemented yet, right?

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#47: Re: Water

by Aardappel on 03/28/2004 21:43, refers to #41

there is no water in sauerbraten as of yet... adding cube's water would be easy, but it should really support volumentric water in arbitrary cubes... since this is relatively easy in this engine.

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#48: Re: ..

by Aardappel on 03/28/2004 21:45, refers to #46

yes, a union does just that, overlap 2 ways of accessing the same memory.

lookupcube looks up the leaf none at the coordinates, and if size is given, ensures that the world is subdivided to at least that level.

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#49: ..

by shahar2k on 03/31/2004 17:00

first a question - is there a forum yet just for sauerbraten developments/plans yet?
second - just a small note, I was playing around with this engine, and you should be able to subdivide a cube, without having to re-position all of the delta values on it... meaning when you do a grid operation sauerbraten should know how to devided allready edited cubes... at least when going into finer detail...
(just something that makes sense when editing)

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#50: Re: ..

by Aardappel on 03/31/2004 23:02, refers to #49

there's some sauerbraten threads in this forum... the amount of people interested in sauerbraten is very small at the moment, and overlaps entirely with Cube people... no need to split the community.

Yes, this is one of the features that needs to be programmed... subdivision (and the reverse, taking cubes together) should approximate the existing geometry as best as possible... the current implementation is just lazy.

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#51: ...

by Gilt on 04/08/2004 14:34

Ok, I'm starting to free up some time now. Looks like I should be able to get more familiar with the source over the easter break. I take it that people have already got it compiled and are working on it. So, since I don't feel like reinventing anything that's already done, what's the status? I figure that I'll just use mingw, so is there anything I should know to get it compiled? What are people working on, and how's it going?

I'm probably blind, but just from browsing this board I can't seem to find much of this info. While the CVS doesn't seem to have changed all that much since I first posted, I figure there must be some more work being done some where.

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#52: Re: ...

by Aardappel on 04/08/2004 18:59, refers to #51

Well, unless people are working on thing secretly without discussing it on this board and without checking things in, I guess there is not a lot going on. I specifically asked people to discuss here what they will be working on.

as to mingw... I have never used it myself for cube or sauerbraten, but it should work fine. Any changes you need to make to make it work with mingw you can of course check in.

Let me know how you do... if you have a SF account I can give you commit access if you want.

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#53: Cubic Selections

by shahar2k on 04/10/2004 02:22

I was thinking about this engine for a while, and I was wondering about the ability to copy/paste "blocks" of cubes that are allready created... basically I came up with this idea for an interface:
first you select a square section, (using the mouse, like any other selection in sauerbraten) then you press the "copy" key and while holding it down move the mousewheel, what this does, is extrude a cube (drawin in wireframe, or transparent box) out of the selection rectangle, and once you ard done, you let go of the copy key, then you can point at a diffrent surface, and press "paste" at which point you can move the pasted object around that surface using the mouse, or perpendicular to the surface using the wheel... (of course it snaps to the cubes at whatever resolution the original selection was made)

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#54: Re: Cubic Selections

by pushplay on 04/10/2004 07:20, refers to #53

Yeah, I've been wondering about how that would work myself. Are you talking about a 3d selection mode?

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#55: Re: Cubic Selections

by Aardappel on 04/10/2004 09:28, refers to #53

err... that could work right now. Just set the grid size to block size, hover over the block to copy with the cursor, press a key to copy a block, and another to paste it. probably would take a whole 5 minutes to implement.

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