Cube root solution expressions involve the real cube root of a real number, while if all three solutions are real numbers then they may be expressed in terms of the complex cube root of a complex number. Quartic equations can also be solved in terms of cube roots and square roots. The calculation of cube roots can be to traced back to Babylonian mathematicians from as early as 1800 BCE. In the fourth century BCE Plato posed the problem of doubling the cube, which required a compass-and-straightedge construction of the edge of a cube with twice the volume of a given cube;
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