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readme.html
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<html>
<head>
<title>cube</title></head>
<body text="#ffffff" bgcolor="#302c28" link="#ffbb00" vlink="#ff9900" alink="#ff9900">
<font face="verdana,trebuchet ms,zurich bt,tahoma,arial,helvetica,sans-serif">
<center>
<p>
<table width="80%">
<TBODY>
<tr>
<td BGCOLOR="#662222"><font size="3"><strong> Aardappel's tiny game engine </strong></font>
</td>
</tr>
<tr>
<td><font size="-1"> Cube is a tiny game engine hosting a singleplayer/multiplayer fps
game (see features below). You will want to read (roughly this order):
<ul>
<li>
<a href="docs/config.html">config</a>: on running the game, the
FAQ, and configuring it for your machine
<li>
<a href="docs/game.html">game</a>: information on gameplay
<li>
<a href="docs/editing.html">editing</a>: map making tutorial
<li>
<a href="docs/editref.html">reference</a>: map making reference
<li>
<a href="docs/history.html">history</a>: for seeing latest changes</li>
</ul>
note well: the engine is VERY different from any engine you have seen before.
Failure to read the documentation in its entirety may cause you to:
<ul>
<li>
miss out on the cool features.
<li>
run it in an unoptimal way for your system.
<li>
conclude it "sucks" prematurely.</li>
</ul>
thanks :)
<p>
Wouter van Oortmerssen aka Aardappel
<p><A href="http://www.cubeengine.com/">http://www.cubeengine.com/</A> (<- cube
message board etc).
<br>
w v o A T g m x D O T n e t
<p>
</font>
</p>
</TD></TR>
<tr>
<td BGCOLOR="#662222"><font size="3"><strong> Current features </strong></font>
</td>
</tr>
<tr>
<td><font size="-1">
<ul>
<li>
automatic LOD on the whole map allowing for configurable fps / visual quality
tradeoff on any hardware.
<li>
very high precision _dynamic_ occlusion culling.
<li>
simplistic but effective lighting, that can do _dynamic_ soft shadows &
lights.
<li>
in-engine editing of the world geometry in full 3D, even networked with
multiple people (coop editing, a first!).
<li>
no map precompilation of any kind needed, everything is dynamic & instant.
<li>
simplistic quad-tree world structure, with slopes (heightfields with caps),
slants, water, and mapmodels.
<li>
robust collision detection & physics
<li>
client/server networking, demo recording, master server / server browser
<li>
singleplayer & multiplayer FPS game (weapons, items, many game modes,
monsters, triggers) with savegames.
<LI>
mini scripting language
<LI>
comes with full source code under the ZLIB license! </font></LI></UL></td>
</tr>
<tr>
<td BGCOLOR="#662222"><font size="3"><strong> Thanks go to all contributors: </strong></font>
</td>
</tr>
<tr>
<td><font size="-1">
<UL>
<li>
eihrul (Lee Salzman) for his great network library, *nix ports, and extensive
testing.
<li>
goetz (Johannes Hupp) for his endless map collection.
<li>
metlslime (John Fitzgibbons) for the metl1/2/3 maps, models, textures, and lots
of feedback
<li>
sleepwalker (Kristian Duske) for his cube messageboard, hosting, master server,
testing and feedback.
<li>
Lukas Zapletal & Ludek Horacek (pingpong) for their cube soundtrack
<LI>
Fanatic (Marc A. Pullen) for his soundtrack and maps
<LI>
dcp (Dietmar Pier) for his extensive set of mapmodels
<LI>
Brendan Burns for his MacOSX port
<li>
Gomjabbar, RPG, pushplay, SirLiveAlot, kdoom (Kurt Kesler), KREiM, JCDPC,
mitaman, nieb, fanatic, dcp, spentron, jf, Makke, driAn, Piglet, Rick Clark,
zippie, gibbie, Tarin, Lu-Wang, Bal, Grindspire, Gleeb and Dave Bulow for their
maps and feedback.
<li>
maj, cybear, paul, and all the other #terrafusion people for their testing
& feedback.
<li>
DarthVim for his hudguns.
<li>
DaMaul & Lu-Wang for their game music.
<li>
Sock (http://www.planetquake.com/simland) for his brilliant egyptian & tech
textures
<li>
Iikka "Fingers" Keranen (www.digital-eel.com/surface) for his ikbase & ik2k
textures
<li>
Than (www.planetquake.com/cesspit) for his textures and feedback
<li>
Remedy Entertainment Ltd, for being so generous to make their Max Payne
textures freely available.
<li>
Seth & Ulrich Galbraith (http://www.planetquake.com/simitar) for their GPL
models
<li>
Brian "EvilBastard" Collins, Conrad, Magarnigal, Psionic, James Green, Andreas
Möller, Ryan Butts & Jeramy Cooke for their q2 player models
<li>
the SDL team (www.libsdl.org), and the FMOD people (www.fmod.org) for their
indispensable libraries</li></UL>
<p>
</font> </P></td>
</tr>
<tr>
<td BGCOLOR="#662222"><font size="3"><strong> License: </strong></font>
</td>
</tr>
<tr>
<td><font size="-1"> Cube is freeware, you may use Cube for any purpose as long as
you don't blame me for any damages incurred, and you may freely
distribute the cube archive unmodified on any media. If you wish to use
the cube source code in any way (available from where you got this), even just
a mere build, read the readme.txt file carefully (ZLIB license).
<p>
</font> </P></td>
</tr>
</TBODY></TABLE></center>
</font></P>
</body>
</html>