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The BananaBread Engine

A port of the Cube 2/Sauerbraten 3D game engine/first person shooter to the web, compiling C++ and OpenGL to JavaScript and WebGL using Emscripten.

See the FAQ.



There is a non-stable testing version here:

We also have a silly non-game example,


Cube 2 is a compact and efficient 3D game engine. By compiling it to JavaScript and WebGL you can run a complete first person shooter in your web browser, using only standard web APIs and without any plugins.


  • A multitude of visual effects including water reflection/refraction, parallax mapping, glare, particle effects, lightmaps, skeletal animation (on gpu), etc. etc.
  • Streamlined and quick physics system
  • Ragdoll physics
  • Bot AI with adjustable skill level
  • Integrated in-game editor
  • Fast performance both running on the web or natively
  • zlib license

The original engine also has a lot of other features not yet enabled (but will be):

  • Multiplayer
  • Multiplayer editing
  • Shadowmapping


Get emscripten and its dependencies,

It's recommended to go through the emscripten tutorial to see that it is set up properly.

You will also need crunch if you want smaller downloads,

Build in crnlib using the Makefile (if it isn't in the release yet, see the issue filed on their site where we submitted it, ). You can disable crunch if you don't want it, remove all mentions of crunch in cube2/src/web/Makefile.

Then do make in cube2/src/web for a web build. You can also do make in cube2/src/native for a native linux build.

If you have any problems building, feel free to file an issue here or to find us on emscripten IRC (see emscripten site).

See needed.txt for some possibly useful scripts to package the output.


  1. Run python -m SimpleHTTPServer 8888 in cube2/

  2. Load localhost:8888 in your browser


To use new maps of your own, see cube2/src/web/Makefile. The makefile currently packages 3 maps, called low, medium and high, note how it lists all the relevant dependency files for each. Modifying it to include your map is pretty straightforward.

It's useful to check that your map works in a native build first, to make sure there are no obvious problems with missing files or incorrect cfg settings.


If you append ,debug to the URL of one of the levels, it will use bb.debug.js instead of bb.js. The debug build has not been run through closure compiler and is much more readable for stack traces and profiling and so forth.


Code is zlib licensed (just like Sauerbraten):

Copyright (C) 2001-2012 Sauerbraten authors (see cube2/src/readme_source.txt) and BananaBread authors (see below)

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

BananaBread authors:

  • Alon Zakai
  • Gregor Koch
  • Bobby Richter

New art content created for this project specifically is all CC-BY,

If there isn't a specific license file alongside some content, then this is the license, so you can use that content freely.

Pre-existing content is mostly CC-BY or CC-BY-SA, see license files in specific directories. An exception is the character model, its license is sadly more restrictive (for now - we hope to fix that), see details in