Archive for the ‘sauerbraten’ Category

Cube2 engine keeps on expanding!

Friday, February 22nd, 2013

While the recent new release of Cube2: Sauerbraten didn’t bring any really big changes, the network of friendly forks keeps expanding. But before I go into more details, here is a new feature trailer of Cube2: Sauerbraten:

The maybe most prominent and fully FOSS fork RedEclipse is still working on the promised new 1.4 release, with them doing some silly and some cool enhancement projects in the meantime… so yeah:

Red Eclipse in Valve Time tm

Octaforge still has a few day to go in order to avoid missing their estimated release “this month”, but when browsing OpenGameArt.org, I came across an interesting fork of the Sandbox Game Maker fork, called Lamiae with the RPG game Kelgar:


Kelgar Gameplay 0.8 – Indie DB

According to their github page, content seems to be libre (CC-by or CC-by-SA) but information is a bit scarce. Even less information is available for this other fork, called SabiCube, but you can download and test their alpha.

Oh and a bit older, but also interesting: the emscripten powered HTML5 port of Cube2, called Banana Bread, has also really picked up since the main emscripten developer was hired by the Mozilla foundation. Here you can see it running a multi-player game (very recent new feature), and with the upcoming (also Mozilla powered) asm.js Javascript speed-up, it will probably run at near native speeds in the not too far future.

Ok… I hope that is all… if you know of other interesting Cube2 powered projects, please comment below!

Some upcoming releases

Sunday, December 16th, 2012

Looks like we will get some nice x-mas presents this year:

A bit delayed but probably right on time for the Mayan end of the world, we will see a long awaited new release of Cube2:Sauerbraten. Read about the release announcement here. Hmm, I wonder if it has already Occulus Rift support…

Also on the FPS front, AlienArena is having a major engine update, with a claimed massive 3-4 times speed increase in BSP rendering and more VBO improvements.

Mars meets CounterStrike?

Furthermore they announce a new game-mode to be added soon, which tries to slow down the game-play of AlienArena a bit and add a more tactical appeal. Sounds a bit like selling out to the CounterStrike/ModernWarefare crowd to me, but lets see how it will play ;)

Last but not least, GarageGames has announced that after the recent FOSS licensed release of their 3D engine Torque3D (see latest updates here, sadly no working Linux port yet), they will also open-source their 2D engine!

And in fact it will not only be a source-drop, but rather a significant update including a merger of their iOS code with the rest of the Torque2D one.

Also no Linux port yet, but just as for the 3D engine one will hopefully show up sooner or later.

P.S.: In case someone has missed it: SuperTuxKart had a very nice new release recently, bumping it up to version 0.8. See a video of it in action here.

Vote to get Cube 2 devs a free virtual reality kit (Oculus Rift)!

Wednesday, August 29th, 2012
Give Cube 2 some tech!

Vote here for Lee “eihrul” Salzman to receive an Oculus Rift for Cube 2 development!

Oculus Rift is the much lauded VR headset that was Kickstarted recently, making almost 10 times the initial goal in pledges. Unfortunately, it isn’t an open project, however, one of the big names in FOSS game dev, Lee “eihrul” Salzman has been nominated to receive a Rift dev kit in a giveaway competition, hosted by Oculus.

Eihrul is the lead developer of the Cube2 “Sauerbraten” engine, that has had implementations other interesting technologies such as the “3rd Space” force feedback vest implemented, making Cube2 an excellent project to provide Rift support.

Vote for him here

Dev-Corner: Inter Quake Model Format and Open Source Gamedev Collaboration

Monday, July 9th, 2012

The following is a guest post by Lee Salzman, a contributor to several open source game projects and the lead developer of such projects as the ENet networking library and Sauerbraten, introducing IQM (the Inter-Quake Model format), a simple model format designed to meet the practical challenge of animated content for Quake(-like) 3D engines and allow more sharing of modeling tools across various engines

As much as players or fans of various open source FPS games might view all these projects as competing, isolated islands, the surprising and hopeful truth is, we developers actually get together and talk about development challenges a lot. And in past discussions, one of those issues that stuck out like a sore thumb was content, especially animated content such as player models. We were all using our own various custom model formats or cast-off commercial formats (like id’s MD5 or Valve’s SMD formats) with related third-party export or conversion tools, with varying degrees of (dis)satisfaction.

Yet, what we all needed in this case was so eerily similar: we all just wanted a no-fuss, binary, skeletal animation format that was quick to load, had relatively small file sizes, and provided the commonly needed mesh data for Quake(-like) player models – not bloated with unnecessary “but what if…” features while remaining just flexible enough to fulfill the artists’ needs. Existing formats like MD5, SMD, Collada, and others had complex textual representations that make them painful to load and often require significant internal conversions of the loaded data to get useful, renderable animation data out of them, often with frustrating omissions such as no ability to directly export vertex normals. Engine specific formats worked around these issues to some extent, but often suffered from poorly supported tooling due to the difficulty of keeping it up-to-date with various modeling tools and artist requirements.

IQM Demo Model, Mr Fixit

Given those frustations, why did we not just throw our lots in together and make one format that could handle our needs well enough, so we all benefit from common efforts on reliable, shared tools? Sanity prevailed, and not much later, after input wrangling from various developers within the community, we hammered out a simple specification for a pair of formats that did just that: IQM, a binary skeletal animation format that provides easy integration into a game engine, and IQE, a textual format that makes it easy to quickly write exporter scripts and easily converts to IQM if one does not wish to write an exporter for it directly.

And what good is a specification without support? So again not much later, we went through the grunt-work of actually making sure the format was well-supported in the key tools our artists used and, of course, the engines we all developed. At the time of this writing, all commonly used versions of Blender have direct exporter and importer support via the IQM development kit, the model viewer and conversion tool Noesis can easily convert from and to the format, and the format has out-of-the-box support in various engines, including but not limited to, DarkPlaces (used in Xonotic, Steel Storm, and more), CRX (used in Alien Arena), Qfusion (used in Warsow), ioquake 3 (used in Open Arena and many more), Remake Quake along with its sibling engine DirectQ, and Cube 2 (used in Sauerbraten, Red Eclipse, and more). To ensure continued and future support by other game engines, the IQM development kit also provides example demos of how to easily load and animate the format, both on the CPU and also using shaders to animate the format on the GPU, for developers that are unsure of how to utilize skeletal animation or just want to see the nitty-gritty details of how the format operates.

Despite the format getting off to a great start thanks to the support of various developers within the gaming community, we still need your help and support to help this format be even more useful. If you happen to use some modeling tools other than Blender (as awesome as it is, people have their preferences) and wouldn’t mind writing a simple IQE exporter script for your modeling tool of choice, or even more sophisticated IQM direct export support, we would greatly appreciate your contribution!

To get started with the format, please check out the IQM development kit and other IQM/IQE format resources at: http://lee.fov120.com/iqm

BananaBread, Sauerbraten in HTML5

Thursday, July 5th, 2012

Bananabread is the spiritual successor to Syntensity (which added a Javascript scripting layer to Sauerbraten) only this time running inside the player’s browser. It was ported using Emscripten, a C++ (LLVM) to Javascript compiler, and seems to have quite a lot of Sauerbraten’s functionality ported over, including bots, multiple weapons, map editing, and even a Javascript api to control camera cutscenes.

It currently runs in the development versions of Firefox and Chrome and seems to get about 1/3rd to 1/4th of native fps. Get the source here: https://github.com/kripken/BananaBread