

An octree, in Sauerbraten, is a cube that can be split into eight smaller cubes those smaller cubes are also octrees, and can be subdivided further. Real-time editing An example of a primitive cube subdivisionĬube 2: Sauerbraten uses a 6-directional heightfield (or octree) world model. The most recent releases (starting with "CTF Edition") support a precomputed visibility system (PVS) for graphics cards that do not support hardware occlusion. The original Cube engine's rendering engine assumed that overdraw (where polygons that do not appear in the final scene are occluded via the z-buffer) was more processor-intensive than sending new streams of triangles to the graphics processing every frame, which vastly limited its performance on more modern hardware where memory bandwidth is a greater limiting factor. Lighting is precomputed into lightmaps-image files that correspond to geometry as textures-for efficient batching, with an additional stored directional component, that allows for efficient shader-based lighting effects. įeatures Rendering engine Ĭube 2's rendering engine is designed around modern graphics processing units, which perform best with huge batches of geometry already stored in video memory.
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The game engine is free and open-source software, under the zlib License, with commercial support available from the developer's business counterpart, Dot3 Labs. The game features single-player and multiplayer gameplay and contains an in-game level editor.
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Microsoft Windows, Linux, FreeBSD, OpenBSD, OS X, UnixĬube 2: Sauerbraten ( German for " sour roast", also known as Sauer) is a cross-platform, Quake-like first-person shooter that runs on Microsoft Windows, Linux, FreeBSD, OpenBSD, and Mac OS X using OpenGL and SDL. Wouter van Oortmerssen, Lee Salzman, Mike Dysart
