2008年6月17日新版:
http://downloads.sourceforge.net/sauerb ... 2解压后可以直接运行。
7月11日的补丁:
http://downloads.sourceforge.net/sauerb ... ux.tar.bz2
12月22日更新的版本进入了8.04源
apt://sauerbraten
代码: 全选
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。
DOCs
http://www.sauerbraten.org/README.html
Wiki
http://cube.wikispaces.com/
游戏画面声光效果不错---
角色全是怪物---之前的版本甚至是只肥的猪怪物Orge-食人魔:史瑞克一族。
---现在可选:食人魔,着金甲的家伙,另一个怪物
按数字键 “8”切换第三人称———也很好玩
按数字键 “0” 近身武器
反正玩起来挺好的,战斗起来像DOOM2和英雄SAM。
-而且这里对方的怪物如果误伤自己人,也会内战。
我就喜欢解决最后那一两只怪物~
网络对战:
首先,这个游戏Ping的标称有误
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。。。
玩得是最多的夺旗和团队据点(看哪一方占据点的总数和时间分数最高)
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。
下面这个是寻找网络服务器的软件
http://cubelister.sourceforge.net/
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Technical details
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.
Realtime editing
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.
Rendering engine
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.