Rubik's Cube Each method of solving the Rubik's Cube employs its own set of algorithms, together with descriptions of what effect the algorithm has, and when it can be used to bring the cube closer to being solved. Many algorithms are designed to transform only a small part of the cube without interfering with other parts that have already been solved so that they can be applied repeatedly to different parts of the cube until the whole is solved. For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle or flipping the orientation of a
Cube 2: Sauerbraten episodic gameplay and deathmatches on multiplayer maps with AI bots instead of human opponents. Cube 2: Sauerbraten started as a redesign of the original "Cube" game engine. The "Cube 2: Sauerbraten" engine is written in C++ and OpenGL. "Cube 2: Sauerbraten" shares most of its design goals and philosophy with its predecessor, but using a new 6-directional heightfield (or octree) world model. Its first, developer-only, release was made on February 27, 2004. One of the latest releases, dubbed the "Justice Edition", debuted on July 19, 2010, adding two new player models, thirty new user-created maps, several new game modes, including