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Virtual Reality Homebrewer's Handbook
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brender
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spacerig
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readme.txt
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1996-03-21
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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