SPACERIG: A 3D Interactive BRender V1.1.2 Demo This demo has been assembled, with a view to demonstrating BRender's capability to produce a game in the increasingly popular 3D genre style of Doom II (TM) and Descent (TM). The demo currently runs under DOS. It has implemented collision detection which utilises the z-buffer to determine how far or near an object is in the scene. There is on-line help from F1 or H key GAME PLAY: The scenario is a space station with a network of corridors and two rooms connected by an elevator. Open Doors and activate the elevator with the SPACEBAR Wander around the station and activate the monitor with the PAGE UP key and press INSERT to rotate the monitor with the mouse. Use the Torch in the dimmed room by Pressing 'l' and adjust it's brightness with '<' and '>' Press PAGE DOWN on upper level to see probe camera view full screen. Tile the texture on the cube with 'x' and 'c' Don't forget to switch on the starfield option press '*' and view the stars through various viewports but you have to find them first and watch out for the occasional spectacular solar passing! KEYS: Essentially Doom Controls: ************************** CURSOR KEYS (UP/DOWN): Move forward/backward CURSOR KEYS (LEFT/RIGHT): Rotate left/right SHIFT & UP CURSOR: To Run A: look up Z: look down SPACE BAR: Open doors (option to close if on upper level) Activate elevator when in elevator shaft. INTERACTIVITY KEYS ****************** PAGE_UP: CAMERA PROBE VIEW toggle on/off Monitor (upper level) PAGE_DOWN: CAMERA PROBE VIEW to Main Screen (upper level) INSERT: Toggle ON/OFF Interaction with scene i.e. Rotate TV via mouse on upper level R: reset position of TV X: Increase tiling on box (upper level) C: Decrease tiling on box (upper level) L: Toggle ON/OFF Torch >: Increase intensity of Torch <: Decrease intensity of Torch NOTE: TORCH ONLY WORKS ON UPPER LEVEL HOME: Reset head tilt *(8): Switch on star field N: Switch on naming of stars. P: Save out Pixelmap TAB: Toggle Collision Detection ON/OFF ESC/Q: Quit +/- : Resize Screen F1: Help Key I: Display INFO HINTS: The collision detection uses z-buffer information, at smaller screen sizes this is not fully implemented. Also this method of collision detection can not detect transparent areas of a texture map, note in the elevator shaft no collision detection takes place with the transparent glass panels. The z-buffer values are displayed for each of the three sample points indicated by crosses on the screen when in INFO mode. The last z-buffer value is the smallest value of the three on which collision decisions are made. Real-time lighting effects in BRender are implemented through the vertices of models, high polygon count models thus give impressive lighting effects. This demo was not optimized for lighting effects but introduces the feature. USE .BAT FILE TO START runme hires (to operate in hires 640x480) runme lowres (to operate in lowres 320x200) Concept: Argonaut Technologies Limited Implementation: Tony M Roberts Coding: Tony M Roberts Dan Piponi Andy Pomianowski 3D Studio Modelling: Tony M Roberts ArtWork: Andy Pomianowski Tony M Roberts