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Friday, October 31, 2014

Cube 2

http://afctech2day.blogspot.com/2014/10/cube-2.html#more

Cube 2

Current Features

Cube 2: Sauerbraten is an open source project, and maintains constant development, yet it is very feature-rich and playable as a game. What follows is a list of the most prominent features.

Game Features

 

  • Oldskool fast & intense gameplay (read: similar to Doom 2 / Quake 1).
  • Many multiplayer gameplay modes, most in teamplay variants as well: deathmatch, instagib, efficiency, tactics, capture (domination/battlefield style), CTF (capture the flag), coop edit (!).
  • Masterserver & ingame server browser.
  • Lag-free gameplay experience.
  • Two singleplayer modes: DMSP (fight a monster invasion on any DM map), classic SP (progression driven SP like other games)
  • 7 weapons tuned for maximum satisfaction: double barrelled shogun, rocket launcher, machine gun, rifle, grenade launcher, pistol, fist.

Engine Features

  • 6 directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even in multiplayer, coop edit).
  • Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion.
  • Lightmap based lighting with accurate shadows from everything including mapmodels, smooth lighting for faceted geometry, and fast compiles. Soft shadowmap based shadows for dynamic entities.
  • Pixel and vertex shader support, each model and world texture can have its own shader assigned. Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects.
  • Robust physics written specifically for this world structure.
  • Loading of md2/md3/md5/obj/smd/iqm models for skeletal and vertex animated characters, weapons, items, and world objects. Supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters.
  • Network library designed for high speed games, client/server network system.
  • Small but complete configuration/scripting language.
  • Simple stereo positional sound system.
  • Particle engine, supporting text particles, volumetric explosions, soft particles, and decals.
  • 3d menu/gui system, for in-world representation of choices. 
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