
Awesome!
#1 posted by
metlslime [209.213.199.133] on 2005/05/24 18:02:16
There goes my evening.

I Second That
#2 posted by
HeadThump [65.140.59.77] on 2005/05/24 18:08:44
I loved the approach you took with the cube, and I cant wait to see its next gen incarnation.

I've Browsed
#3 posted by
HeadThump [65.140.59.77] on 2005/05/24 19:01:22
your site forum before asking this question so sorry if I missed any related answers to it. The principles involved in cube geometry are similar to those in subdivisional modeling. Is it possible, at least in theory, to import models into sauerbraten with a good subdivisional modeler like Wings3d?

[nt]
#4 posted by
Zwiffle [69.210.42.201] on 2005/05/24 20:13:26
I didn't try Cube, but running around in the Sauerbraten editor was pretty damn neat. It was really easy to just sit there and start making blocks, I thought it was very intuitive. I don't know how to do any of the angling stuff, but it's pretty fun making a ton of blocks as it is. Looks good so far, keep at it.
#5 posted by
cant map [195.208.123.213] on 2005/05/24 23:58:44
wonder how u handle hidden surfaces? are they auto removed?
#6 posted by
cant map [195.208.123.213] on 2005/05/25 00:01:24
nm I read the text

Um..
#7 posted by Aardappel [67.166.160.67] on 2005/05/25 00:11:18
It is very unlike subdivision modelling. Sauerbraten's geometry structure is unlike anything else, and convertion (even from its closest cousing, Cube) is a bad idea. Besides, using a modeller to create geometry for Sauerbraten would completely defy the point, given that using the later is about 10x quicker and more fun.
Sauerbraten does back face (wow!) and view frustrum culling, but not yet occlusion culling. That's for a future release.

10x Quicker
#8 posted by
cant map [195.208.123.213] on 2005/05/25 00:40:08
um, thats reverse for any complex geometry

A Little Thing...
#9 posted by
mwh [195.92.168.166] on 2005/05/25 01:20:35
It would help numpties like me if the first line of the "info and screens" page said something other than "a new version of cube", because I don't (didn't) know what cube is either :)
Sounds very cool now I've read around a bit, though.

Hah
#10 posted by
Mr Fribbles [220.253.53.22] on 2005/05/25 02:23:00
Looks like a pretty big upgrade from Cube. Is that real 3D I see? :D

Damn
#11 posted by
Bal [83.199.65.146] on 2005/05/25 02:53:47
Great work Aard, just messed around in this a bit and it's lots of fun messing around with the cubes, maybe I'll try and make something with it someday. =)

MMmmmm...
#12 posted by
Shambler [82.38.192.54] on 2005/05/25 05:07:01

Woooh!
#13 posted by Aardappel [67.166.160.67] on 2005/05/25 08:24:49
frib is aliiiiivee! what's up dude... come see me in irc.
A bal map for sauerbraten? ???? profit!!!

Hmm
#14 posted by
Scampie [63.236.226.222] on 2005/05/25 11:22:11
Played with it for about five mins here at work. Jeez, just as easy as I remember Cube editing being. Good work Aard!
Is there an invert mouse command yet? default mouse is strange to me.
Oh, and rename the engine Cube^3 :D

Aard0
#15 posted by
Mr Fribbles [202.161.117.131] on 2005/05/25 16:45:32
Will do! I'll just have to install some irc client at home.

Scampie
#16 posted by
Bal [81.249.1.182] on 2005/05/26 00:56:57
Invert mouse is in the autoexec.cfg.
This kind of engine makes me want to make very weird conceptual maps...

Bal
#17 posted by Aardappel [67.166.160.67] on 2005/05/26 10:45:36
I want to see what that looks like! :)