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- /_/ /_/\__, /_/_/ /_/\__, / V6.11
- /____/ /____/
-
-
- Creating the executable shouldn't be too difficult, even though no Imakefile
- is included. But the normal Makefile isn't too complex and you only should
- check out, if it will find the right C++-compiler and the X-Library and
- includes. After linking, you should be able to just use it as the manual page
- says. But if you want to install it to be use by more persons or if you're
- just curious, you might want to know a bit more about internals.
-
- Since the main purpose for me was not directly writing a game, but more to
- experiment with some algorithms, many things are configurable in the program.
- All the parameters that would change the executable are to be set in the file
- 'global.h'. One important thing is to name a directory, where the program can
- later on read and write data-files for the pixmap-data, that is needed for the
- smooth ball animation in the deluxe-version of pool. If the data-files are not
- accessible, the program has to recompute it, which might take a lot of time.
- (For information, on my 1280 pixel wide screen, I need 37x37=1369 bitmaps for
- half balls and 75x37=2775 bitmaps for full balls in the default size. When
- too many bitmaps will get neccessary you might get memory problems, e.g.
- on X-Terminals.)
-
- An interresting thing to experiment with might be the Real-Class. Real is
- usually defined as float or double. But there is also a complete inline-class
- available for it. Unfortunately using the class isn't too fast, but this
- probably depends on the smartness of the compiler. (Anyway, does anybody have
- a similar Real-Class implemented by using integer? I could really use it on
- my slow 386).
-
- There is also the main DEBUG-flag, which enables debugging switches all over
- the source and should usually be unset, even so the switch don't consume too
- much time.
-
- Constant game parameters like object size and friction are all defined in
- 'global.C'. But for not always re-compiling the program when changing them
- they can also be set dynamically in the file 'presets.txt'. The correct syntax
- and the current value can be seen with the option -presets when starting the
- game.
-
-
- By the way, there actually exists a DOS-version of the program, but that was
- never really meant for playing. It's just there because the development of
- the game took place on a small 386-notebook. After running the program got too
- slow when too many objects were there, I ported the program to use X-windows.
- Even though I still developed the routines at home, the real testing then took
- place during the coffee and lunch breaks at my office. There are even some
- special parts like the ball animation, that don't run at all in DOS. I am
- thinking on porting these things back to DOS, but I probably would need some
- specialized assembler library to do the smooth animation.
-
-
-
- After installation, I would be pleased if you send me a short note
- just for curiosity and tell me:
- - if there were any problems and what they were
- - if you like it and what you think is missing
- The more notes I get, the higher the chances that I will spend
- more time on that packages.
-
-
- Have fun.
-
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- _ /_/ /_/\___/_/_/ /_/ /_/\__,_/\__/ /_/ /_/\____/\___/_/ /_/_/\__, /
- /__________________________________e-mail: Helmut.Hoenig@hub.de______/
-
-
-
- History:
- ========
-
- V6.3 - just a few includes were changed to make the program more portable.
- - a SOLARIS switch was added
- V6.9 - new background colors / new balls / includes Xos.h /
- improved color handling / less ANSI C
- V6.11 - new flags: -nohints, -red, -green, -blue
- minor corrections
-