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2006-09-26supprimer cube.salo8-1041/+0
pas maintenu, contenant des erreurs de sécurité, irréparable. au revoir et bon voyage!
2006-09-22Fix linkage (libX11 gets linked implicitly). Bump revision.joerg3-12/+14
2006-06-12Bump PKGREVISION and BUILDLINK_ABI_DEPENDS (where applicable)wiz1-2/+2
for SDL shlib changes.
2006-05-24USE_LANGUAGES=c c++wiz1-1/+2
2006-05-21Fixed pkglint warnings.rillig1-14/+14
2006-04-17Bump BUILDLINK_ABI_DEPENDS.png and PKGREVISION for png-1.2.9nb2 update.wiz1-2/+2
2006-02-05Recursive revision bump / recommended bump for gettext ABI change.joerg1-2/+2
2005-12-11Convert aalib to options framework, adding an 'x11' option, and removewiz1-2/+2
aalib-x11 and aview-x11. SDL dependencies change, so bump PKGREVISION (and BUILDLINK_RECOMMENDED) for affected packages. Addresses PR 32046 by Leonard Schmidt.
2005-06-16Create directories before installing files into them.jlam1-1/+3
2005-05-22Remove USE_GNU_TOOLS and replace with the correct USE_TOOLS definitions:jlam1-2/+2
USE_GNU_TOOLS -> USE_TOOLS awk -> gawk m4 -> gm4 make -> gmake sed -> gsed yacc -> bison
2005-04-11Remove USE_BUILDLINK3 and NO_BUILDLINK; these are no longer used.tv1-2/+1
2005-03-27PKGREVISION bump for glut dependency removal (SDL/buildlink3.mk).wiz1-1/+2
2005-02-23Add RMD160 digests.agc1-1/+2
2005-02-15Make this build with gcc 3.4.peter2-1/+23
Should fix PR 29383.
2005-02-15Remove the need of patch-ad by adding -DHAS_SOCKLEN_T to CXXFLAGS in patch-aa.peter3-21/+4
2005-02-15Sort.peter1-2/+2
2005-02-15Drop trailing whitespace.peter1-1/+1
2005-01-18Initial import of cube-20040522 into the NetBSD Packages Collection.peter8-0/+1030
Cube is an open source multiplayer and singleplayer first person shooter game built on an entirely new and very unconventional engine. Cube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL. Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done simultaneously with others in multiplayer (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows. Doesn't need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer (12 game modes, master server / server browser, demo recording) game with some uncompromising brutal oldskool gameplay.