This project aims to fully port Cube 2: Sauerbraten to its fork, Tesseract, while maintaining full compatibility with legacy Sauerbraten servers.
The game is almost fully playable but the project is still in the early stages. Significant work remains to fix, complete, and polish various elements (e.g., the scoreboard, and menus). Some maps have poorly optimized lighting or even light flickering issues.
The following is the current status of maps that are playable in multiplayer and free of glitches:
- DM Maps: 🟩🟩🟩🟩🟩🟩🟩🟩🟩⬛ 93% complete.
- CTF Maps: 🟩🟩🟩🟩🟩🟩🟩🟩⬛⬛ 81% complete.
- Finish implementing all of Sauerbraten's UI features.
- Resolve light glitches.
- Ensure older maps load properly.
- Address all known issues for a perfect Sauerbraten port.
- Improve audio and graphics with new, optional effects.
- Upgrade maps with higher-resolution textures.
We welcome all contributions!
- Submit a patch or feature via a GitHub Pull Request.
- Report bugs or suggest features on the GitHub Issue Tracker.
- Fix lighting issues on maps (see 'maps status.xlsx') and this 'tutorial: https://youtu.be/gTVatxg6p9s
Tesseract is a fork of the Cube 2: Sauerbraten engine. The goal of Tesseract is to make mapping more fun by using modern dynamic rendering techniques, so that you can get instant feedback on lighting changes, not just geometry.
No more long calclight pauses... just plop down the light, move it, change its color, or do whatever else with it. It all happens in real-time now.
Tesseract removes the static lightmapping system of Sauerbraten and replaces it with completely dynamic lighting system based on deferred shading and shadowmapping.
It provides a bunch of new rendering features such as:
- deferred shading
- omnidirectional point lights using cubemap shadowmaps
- perspective projection spotlight shadowmaps
- orthographic projection sunlight using cascaded shadowmaps
- HDR rendering with tonemapping and bloom
- real-time diffuse global illumination for sunlight (radiance hints)
- volumetric lighting
- transparent shadows
- screen-space ambient occlusion
- screen-space reflections and refractions for water and glass (use as many water planes as you want now!)
- screen-space refractive alpha cubes
- deferred MSAA, subpixel morphological anti-aliasing (SMAA 1x, T2x, S2x, and 4x), FXAA, and temporal AA
- runs on both OpenGL Core (3.0+) and legacy (2.0+) contexts