http://downloads.sourceforge.net/sauerb ... 2解压后可以直接运行。
http://downloads.sourceforge.net/sauerb ... ux.tar.bz2
sudo apt-get install sauerbraten
Sauerbraten 不是基于id公司的引擎- 而是著名的Cube引擎的后继者。
sauerbraten game & engine 也是游戏和引擎继续使用zlib协议。
按数字键 “0” 近身武器
200多的Ping ，竟然比国内 Ping 150 的ET 还要流畅不少。。。
更比Ping 110的 Tremulous好很多。。。
这里是个找服务器的软件：专门支持Cube系列引擎的游戏－－－包括Cube 1的Mod AssultCube。
这是从 http://quadropolis.us/ 这里找到的。有不少MODS或地图之类的。
Sauerbraten shares most of its design goals and philosophy with its predecessor, but using a new 6-directional heightfield (or octree) world model. This allows much more complex level geometry and easier editing. The aim of this project is not necessarily to produce the most features and eye candy possible, but rather to allow map/geometry editing to be done in realtime within the game environment, while keeping the source code small and elegant.
Each cube-shaped node in the octree represents a renderable volume, simply referred to as a cube, where each edge of this cube can be lengthened or shortened to deform the cube into a variety of other shapes. The "what you see is what you get" realtime editing has enabled designers to add a lot of detail to maps, while reducing the time spent on actual creation. This is in contrast to traditional modern polygon soup 3D engines which take a model generated as an essentially random batch of triangles from an external modelling program and attempt to spatially subdivide the model's triangles after the fact by splitting them to fit into tree structures, such as a BSP tree or even an octree, that require costly pre-processing to build. Cube 2's novelty thus lies in that the world representation is the octree itself, from which efficient 囗囗囗囗囗囗囗囗 batches are generated for the graphics processing unit to render, without need for expensive and time consuming pre-processing.
Cube 2's rendering engine is designed around modern graphics processing units, which perform best with huge batches of geometry already stored in video memory. Lighting is precomputed into lightmaps for efficient batching, with an additional stored directional component, that allows for efficient shader-based lighting effects. The original Cube's rendering engine assumed that overdraw (where polygons that do not appear in the final scene are occluded via the z-buffer) was more expensive 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. The latest release (CTF edition) supports a precomputed visibility system (PVS) for graphics cards that do not support hardware occlusion.