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- READ ME FILE FOR 3DENG DEMO Ed Goldman 6-MAY-94
- -------------------------------------------------------------------------------
-
- Please read the 3DENG.DOC file before trying to start the demo. This file
- contains info about system requirements, configuring and starting the demo.
- Thanks!
-
-
- I've been working a ton recently on adding new stuff to my engine. I think
- it's now, finally crossed the boundary of being simply a 3d polygon renderer
- to becoming a real game engine. I've decided at this juncture to
- release the work in progress and get some feedback.
-
- Some of you may have seen earlier versions of this demo which I uploaded
- to various ftp sites and compuserve. For those who haven't, here's a brief
- rundown on what was in it:
-
- o 3D polygon renderer first person POV in ModeX (320x240)
- o Ships flying around in space
- o Texture mapped polygons
- o Clear Texture mapped polygons
- o Gouraud shaded polygons
- o Laser fire
-
- That was about it. It took quite a bit of work just to get that far,
- including many optimizations, bug hunts and fixes. Now, here's the
- new stuff:
-
- o Sound Support. I'm using John Ratcliff's DIGIPAK/MIDIPAK drivers on top
- of which I've built an 8-channel digital mixer. So far it only supports
- 8 bit, mono sound sampled at 11Khz, but should now be easily extensible.
- I highly recommend John's drivers. They're low-level enough to allow
- lots of programming flexibility and support a bazillion sound cards
- right out of the box.
-
- o Animated Texture Maps. Not very difficult to implement on top of the
- already existing stuff. All the explosions in the demo are actually
- clear polygons created on the fly with an animated explosion texture
- mapped unto it. If you get in close to one of the ships, you'll be
- able to see the same explosion animation texure-mapped inside the
- cockpit.
-
- o Collision Detection. This took me a while to figure out the best way
- to do it and all the math involved. The detection level is pretty
- damn close to the polygon level. I haven't implmented any sort of
- space partitioning in the code yet, so for now, to keep things moving at
- a good clip, the only detection checked is for laser hits on other
- objects.
-
- o Targeting Computer. It's pretty simple right now. You can select a
- target in the world. A box will display overlaid on your selected
- target. The computer will detect potential laser hits on the target and
- emit an audible tone and change the cross hair color.
-
- o Joystick support. I definitely recommend that you use a joystick --
- much more fun and better control.
-
- o Star Field. Gives a nice sense of motion. I still need to fade
- the more distant stars, but it works nicely for now.
-
- o New Art. Hey, I'm no artist! But, I've been having so much fun with
- Fractal Design Painter 2.0 that I completely redid the cockpit graphics
- from scratch as well as some of the other graphics.
-
-
- That's about it. After all this new stuff it's kinda ready for a new
- round of optimizing. I should mention that I haven't yet implemented
- any timer slicing so it runs flat out as fast as your machine/vga card
- will allow it. More stuff on the screen, things run faster, less stuff,
- slower. When you exit the program it will tell you the approximate
- averaged FPS while you've run it. I'd appreciate hearing about what you
- get for FPS on your hardware/vga setup as well as your qualatative
- impressions on the speed (the FPS number varies a lot, depending on what
- you were doing).
-
- For instance, on my home machine a 486/33 with an ET4000 Local Bus VGA
- card, I get on the average about 20 FPS +/- 8 with all options
- enabled. My work machine, a 486/66 S3 VGA VLB, gets about 35-40 -- it's
- nearly too fast! I'm particularly interested in hearing what 386 users
- are getting.
-
- I can be reached at:
-
- Internet: edg@ingres.com
- Compuserve: 72630,2763
-
- Thanks,
-
- -edg-
-