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Tomatenquark

First of all, welcome to Tomatenquark! To start off, if you are looking for help with the game itself, refer to the Documentation. Here are some places of interest on the internet, which are related to Cube 2 / Tomatenquark.

Links

  • Cube and Cube 2 Engines: Start Page for the Cube Engine series.
  • Cube 2: Sauerbraten: The Sauerbraten FPS (First Person Shooter) Homepage.
  • Quadropolis: Online Cube Engine community, with user made maps, mods, and scripts.
  • Cube Wiki Cube Wiki has a lot of useful information for working with the game and engine, contributed by the community which elaborates and breaks alot of the information down into more digestable chunks

Current Features

Cube 2: Tomatenquark is an open source project derived from Cube 2: Sauerbraten, 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.

Build instructions

You can find the build instructions in BUILD.md.

Additional developer documentation

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  • C 63.6%
  • C++ 35.0%
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