![]() ![]() Some years ago i made a similar engine to Cube 1 (check this video for more editing focus, although worse textures and lighting). There's a lot of tooling-related stuff that would have to come in for the engine to hit the higher quality level. It's something that is more scaled for a small-budget production. AAA levels, once they get out of the "grey-boxed" prototype stages, have to go through a huge number of graphical detailing passes, and what you get in these engines for detailing still amounts to basic wall texturing, not too far removed from the original Doom's texturing system. Tiled and cubic landscapes basically have few downsides for the game mechanics - the issue is mostly one of whether it's the right aesthetic.įor AAA-style productions, the benefits of the technology perhaps aren't so great. ![]() And the subdivision aspects are a detail that isn't a dealbreaker one way or the other - with good tools, you can get the same results with that approach or with voxel data. Sauerbraten, as I recall, was a bit challenging to work with for sloped terrain, and so that feature is kind of a downside from an editing standpoint, even if it's aesthetically interesting. They're both very simple to work with, and there are ways to make them scale up and down in detail. To some extent, Minecraft-style worlds have supplanted the ideas that appeared in Cube. ![]()
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