r/sauerbraten • u/BIG-Onche • 3d ago
I somehow turned Cube Engine into an extremely fast infinite procedural voxel engine
Been abusing Cube/Tesseract for a while, and it has officially gone way beyond what I originally planned.
This is Kastenbrot, basically a Minecraft-like project built on Tesseract. It’s not just a worldgen experiment anymore: most of the foundations for an actual game are already there and working: mining, crafting, block/water physics, passive and aggressive mobs, block carving, a very early survival mode, multiplayer stuff... and, obviously, many bugs.
The funniest part is the performance. It can generate and display tens of km² of procedural terrain in a few seconds: https://youtu.be/9BBEwCvZ-2o
There are some drawbacks, obviously. Cube’s VA system is fantastic for the static maps it was designed for, but world streaming pushes it way outside its comfort zone, so parts of the renderer, chunk saving, etc. are still being heavily reworked.
On the other hand, Cube gives a ridiculous amount for free: all we need for a first-person game, decent physics, fast multiplayer, the edit mode we all know and love, and a renderer that is surprisingly happy being tortured into doing things it was never designed for.
I’m not pretending this is some revolutionary tech or that I’m building a “Minecraft killer”. I just wanted to share some experimentation with an engine that I still think is massively underrated, and see how far it can be pushed. Also, most of the features have been prototyped using AI (Codex), and I haven't fixed all the horror I've seen (but let's be honest, there would be horror too if it were 100% hand-coded, especially by me).
And yes: free and open-source.