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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11453615 views, last view: 05/19/2024 21:03

for questions, announcements etc.

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#21: new cube update (01-09)

by Aardappel on 01/09/2002 01:23

containing even better netcode!

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#22: Poo!... One frame a second - WTF?

by Nekroe on 01/09/2002 11:32

ugh... cube runs at about 1 or 2 frames per second on my p2-350... it doesnt seem to be able to recognise the gl thingy... -- This problem is probably fixable, but i wouldnt have the foggiest how to... :(

p.s - will you ever consider a software version? [for really REALLY low end users]

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#23: Nekroe

by eihrul on 01/09/2002 14:53

That is entirely an OpenGL driver issue.
This has nothing to do with Cube
recognizing your "gl thingy." Cube
just uses OpenGL; it's up to OpenGL
to do the recognition of your hardware.

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#24: zoom script

by captmellow on 01/09/2002 23:02

Did any one ever use that zoom script I posted in the former beseen forum?

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#25: Cube the Language

by rickclark on 01/10/2002 02:54

Not only is Cube a game it is also a programming language. :) I came across this:

http://www.research.compaq.com/SRC/personal/najork/cube.html

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#26: :)

by Aardappel on 01/10/2002 05:00

yeah I know of it from when I was doing research on graphical programming languages. "cube" is a WAY too generic name, that's for sure.

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#27: Cool game...

by Bascule on 01/16/2002 00:10

and some very nice-looking maps from all concerned.

All I need now is to see someone on the servers and the fragging will commence. That's me getting fragged while I gaze at the scenery!

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#28: New forum feature

by SleepwalkR on 01/16/2002 19:14

I just had some spare minutes and implemented a nifty little "reply" feature, as you probably have noticed already.

Have fun!

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#29: Re: New forum feature

by Goetzenzar on 01/16/2002 23:46, refers to #28

oh, thx sleepwalker!
i love it :)

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#30: Re: New forum feature

by SleepwalkR on 01/17/2002 00:34, refers to #29

Yup, it's pretty l33t, esp. since you don't have to reload the page like Qmap =). All simple javascript.

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#31: 'test`?!"

by SleepwalkR on 01/17/2002 00:42

nevermind

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#32: again

by SleepwalkR on 01/17/2002 00:44

again!

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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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