This project attempts to port fully Sauerbraten to its fork Tesseract, while keeping it compatible with legacy Sauerbraten's servers.
The game is playable but still in an early phase and a lot of stuff must be fixed, finished, and polished (scoreboard, menus, etc.), note that older maps (such as face-camper face-capture) are currently not playable and lights are broken on some other maps.
Here is the roadmap:
- finish menus with all of Sauerbraten's UI features
- repair unplayable maps (light glitches and older maps not loading)
- fix every broken thing until we get a perfect Sauerbraten port
- improve audio and gfx with optional new effects
- remaster maps with higher-res textures
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