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Inexor

Inexor is a fork of the quake-like FPS Cube 2: Sauerbraten. It adds a lot of functionality and tries to stay open for improvements and suggestions. The task is to be more flexible and create an environment where developement is easy and fast and creativity can prosper.

You will find more information in our wiki.

Game Features

  • see wiki for actual list of game features

  • Sauerbraten Features

  • Old-school fast & intense gameplay (read: similar to Doom 2 / Quake 1).

  • 23 multiplayer gameplay modes, most in teamplay variants as well: ffa (free for all, deathmatch alike), instagib, efficiency, tactics, capture (domination/battlefield style), CTF (capture the flag), protect (one teammate have to carry the flag), hold (hold a randomly spawning flag for a specific time to score), collect (kill enemies and collect their skulls) and coop edit (create maps together!).

  • 7 weapons: double barrelled shotgun, rocket launcher, machine gun, rifle, grenade launcher, pistol and chainsaw.

Engine Features

  • see wiki for actual list of engine features

  • Cube 2 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.

  • 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.

  • 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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Community fork of the Sauerbraten/Cube2 engine.

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  • C++ 85.5%
  • C 11.6%
  • CoffeeScript 1.2%
  • CMake 1.1%
  • Shell 0.6%
  • Objective-C++ 0.0%