User:Noerrorsfound/Sandbox

Game engine
The Cube 2 engine features numerous improvements to its predecessor, the Cube engine, the most notable being:


 * Removes room-over-room limitations
 * OpenGL renderer architected for large geometry throughputs
 * Editing cubes on all six sides (including pushing/pulling faces/corners, etc.) within octree world structure
 * Heightmap editing system for terrain
 * Lightmaps with shadows for static lighting, with builtin lightmap compiler supporting curved surfaces, adaptive multi-sampling, and ambient occlusion
 * New weapons (pistol and grenade launcher)
 * New game mode (capture)
 * New physics (notably, bouncing grenades, gibs, and explosion debris)
 * Vertex and pixel shaders (assembly and GLSL), with expanded fixed-function visual effects for non-shader 3D cards
 * Normal mapping and Parallax mapping, also supporting specularity maps, glow maps, and environment maps
 * DOT3 lightmap / radiosity lightmap for normal-mapped diffuse and specular lighting
 * Separation of the gameplay and engine source code
 * "Master mode" allowing players to control the server
 * Voice announcements for gameplay events
 * Material system for volumes of water, lava, glass, clipped, and not-clipped
 * Water reflection, refraction, and pseudo-caustics
 * Reflective glass
 * Animated grass
 * Environment mapping for level geometry and models (with custom or automatically generated environment maps)
 * MD2 & MD3 model support with Phong shading, projected planar shadows, specularity maps, glow maps, and environment maps
 * Spectator mode
 * Ambient sounds
 * Automatic team selection
 * 3D user interface (menus are objects in the world)
 * Automatic occlusion culling via hardware occlusion queries
 * Server-side demo recording
 * Optimized networking code (less lag and bandwidth usage)
 * Mixed client-side/server-side gameplay code to mitigate cheating without affecting performance