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Cube & Cube 2 FORUM


Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1700814 views, last view: 05/18/2024 19:43

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

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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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#56: Re: Cubic Selections

by pushplay on 04/10/2004 20:06, refers to #55

I wouldn't like being restricted to cubic selections though. It's a lot of extra work for the mapper for a slightly more elegant system.

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#57: Cube/Sauerbraten Internals and World Structure

by ChrisD on 04/13/2004 00:11

Hey there,

I've been a big fan of the Cube engine since Wouter originally made an IOTD post onto Flipcode, and now with this new engine I want to ask some questions about it. :)

I am fascinated with the structure of worlds as they are described on the homepage of the engine. I was hoping someone could elaborate on them for me? The world is made up of a defined grouping of cube-like objects which are attached to each other?

These might be silly questions, but they sound like a really cool idea, and considering how remarkably fast Cube is already on decent (and even low-end) hardware, Aardappelmust be doing something right. ;)

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#58: Re: Cube/Sauerbraten Internals and World Structure

by Aardappel on 04/13/2004 02:00, refers to #57

its hard to explain it any better than on the sauerbraten homepage without anyone asking specific questions, but the readme file in the sauerbraten developer release goes into some more detail (mostly on the implementation side though).

Not sure if I am doing anything right... all I know is that I am just doing things very different :)

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#59: Re: Cube/Sauerbraten Internals and World Structure

by Thalion on 04/13/2004 02:29, refers to #58

Well, I guess you can judge by Google rating =)

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#60: editing and subdivision

by Gilt on 04/13/2004 17:02

Alright, I took a look and will start on the editing part. My todo list is at home, but so far I've got something like this:

- subdivision / reverse
- finish orientations
- texture selection
- copy / paste (move??)
- flip / rotate
- undo
- reduce, reuse, refactor

Here are my ideas for subdivision, please double check the logic:

- put subdivion algo in newcubes(). change newcubes(uint face) to newcubes(cube *p), where p is the parent the new cubes are going to model. will need to 'handcraft' global solid and empty parent cubes for worldroot, newcubes(void) etc

3 Steps for subdivision:

step 1: increase # of edges per dimension from 4 to 9.

p edges:
**
**

new:
*x*
xox
*x*

where x is avg of the * beside it, and o is avg of all x
ie: x hi coord = avg(*a hi coord, *b hicoord)
same for lo coord

step 2: expand and split edges

put proper values in '+ve/-ve' region of each dimesion.
ie: if p hi coord < 5 then +ve is empty, -ve edge is 2*p edge
if p lo coord > 4 then -ve is empty, +ve edge is 2*p edge - 8
else p edge covers both regions and needs to be split.
splitting then is:
+hi = 2*p hi - 8, +lo = 0
-hi = 8, -lo = 2*p lo

step 3: assign the new edges to the new cubes.
----------------------------------------------

Does this look right? I suppose these steps could be combined in some fashion. Or does anyone else have other ideas for how subdivision should work? If not, I'll try coding this later tonight, or sometime soon.

also, what are the opinions on when the reverse should be used? when a cube is modified using a larger gridsize then it? personally I don't like that idea, but we'll see. Either way, the reverse should simply use lod data (ie: just discard the children).

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