Cube root approximation is somewhat of a black art. Some implementations manipulate the exponent bits of the floating-point number; i.e. they arrive at an initial approximation by dividing the exponent by 3. Cubic equations, which are polynomial equations of the third degree (meaning the highest power of the unknown is 3) can always be solved for their three solutions in terms of cube roots and square roots (although simpler expressions only in terms of square roots exist for all three solutions, if at least one of them is a rational number). If two of the solutions are complex numbers, then all three
Cube 2: Sauerbraten Marching cube, which are referred to as a "cube", where each edge of this cube can be lengthened or shortened to deform the cube into a variety of other shapes. Corners of cubes can also be "pushed" or "pulled" to create crude curves. The what you see is what you get realtime editing has enabled level designers to add a lot of detail to maps, while reducing the time spent on actual creation. This is in contrast to traditional modern polygon soup 3D engines which take a model generated as an essentially random batch of triangles from an external modelling