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- wt - a portable 3D game engine, version 0.04
-
- Copyright (C) 1994 by Chris Laurel
-
- Please see the LICENSE file for further details. You may not distribute
- this project without this file (README) and the LICENSE file included.
-
- The file gifload.c is covered by a separate license and warranty than the
- rest of this project. Details can be found at the beginning of the file.
-
- ---------------------------------------------------------------------------
-
-
- This is still a preliminary version of my 3D game engine, wt. Release 0.04
- has primarily portability changes. I've added in patches contributed by
- many different people. A lot of duplicate patches were submitted--sometimes
- I chose the first patch that I got, other times I picked the cleanest one,
- and a couple times I apllied the best features of both patches. I have not
- gotten all the patching done yet. The portability changes that I did make
- will mostly affect X11-based platforms. I have yet to incorporate the changes
- for the Macintosh or OS/2 ports.
-
- As of this release, wt has been ported to the following platforms:
-
- - Linux
- - OS/2
- - MSDOS
- - Alpha/OSF/1
- - Decstation 3000/Ultrix
- - SGI/Irix
- - HP 7xx/HPUX
- - RS6000/AIX
- - Mac 68xxx
- - Powermac
- - Amiga
-
- Notably missing are Windows 3.1 and Windows NT. If anyone has ported to
- one of these platforms, I'd really like to hear about it.
-
-
- The following instructions are for getting the wt demo up and running on
- a UNIX workstation from the source. If you have don't have UNIX, or just
- don't want to bother with source, you should ftp to magoo.uwsuper.edu and
- look in the directory pub/wt/bins. There are a number of precompiled
- versions of the wt demo. Hopefully, there will be an up to date version
- for you computer.
-
-
- * Running the wt and xwt demos:
-
- * Edit the makefile (or Imakefile if you'd prefer) and select
- the right definitions for your system.
-
- * If you're using the Imakefile, type 'xmkmf' and then 'make'
- Otherwise you can just type 'make'
-
- * If your compiling for X windows, you will compile 'xwt' Otherwise
- the name of the executable is just 'wt'
-
- * For xwt, just type 'xwt castle.world' The keys are:
- forward - up arrow
- backward - down arrow
- turn left - left arrow
- turn right - right arrow
- strafe - slash
- run - shift
- jump - space
- quit - q
-
- Alt or Meta should also be useable as strafe keys, but my
- version of X distributions as the Alt key mapped to something
- else.
-
- * To run wt in full-screen mode for Linux (using svgalib), you need
- to be root (or make it setuid root first.)
- As root, type 'wt castle.world' The keys are the same as for the
- X version, except that the slash does not work for strafing.
-
-
- * Resources
-
- * A wt mailing list has been started recently. Topics will include
- improving the engine design and adding features, porting the
- engine to different architectures, and game design using the wt
- graphics engine. The addresses are:
-
- to subscribe: wtm-request@magoo.uwsuper.edu
- to post a message: wtm@magoo.uwsuper.edu
-
- * The wt ftp site is magoo.uwsuper.edu. wt related files will be
- located in the /pub/wt directory.
-
-
- * New features in 0.04
-
- * Sky backgrounds
- * Ability to read in GIFs as textures (no support for using GIF
- color maps though.)
- * Preliminary mouse support for Linux full-screen mode.
-
-
- * Room for improvement
-
- * Optimizations. There are some obvious ones that I have not gotten
- around to implementing yet. I think that the floors code
- can be sped up significantly. If you know of any improvements to the
- assembly loops in slice.c, *tell me*. I'm not an Intel assembly
- language guru or anything.
-
- * Code cleanup. The core of wt is still in development, so some of
- the code surrounding the renderer is hacky test-the-engine stuff.
- Once wt starts developing into a real game, much of the code
- will be reorganized. wt.c will change completely.
-
- * Better textures. The wt demo has dull textures. If you've got
- some freely distributable tileable textures, send me mail. Even
- though wt is far from becoming a real game, neat textures would
- spice up the demo quite a bit.
-
-
- * Future directions:
-
- * I'd like to see wt become a multi-platform client for an
- Internet wide MUD type game. Or a perhaps a net-wide arcade
- game like Xpilot. I've got a lot of other more innovative ideas
- but I'd better get the engine done before I start spouting about
- them.
-
-
- * Credits
-
- Dan Egnor (egnor@ugcs.caltech.edu) - submitted the first set of
- endian fixes.
- Dave Thomas (dave@thomases.demon.co.uk) - wrote up an Imakefile
- Pietik{inen (pp@lyseo.otol.fi) - RAW mode keyboard and mouse patches
- for the Linux svgalib version.
- Harm Hanemaayer (hhanemaa@cs.ruu.nl) - Patches to linuxvga.c to
- make better use of svgalib.
- Russ Nelson (nelson@crynwr.com) - Created the as yet unincorporated
- Tcl worldfile changes and provided lots of good advice.
- Patrick L. McGillan (pmcgilla@magoo.uwsuper.edu) - Set up the wt
- mailing list and ftp site.
- Thomas Hamren (d0hampe@dtek.chalmers.se) - Provided the GIF code
- Marinos Yannikos (nino@vmars.tuwien.ac.at) - X11 fixes and Sun Sparc
- compatibility fixes
- Joseph Provine (provine@enel.ucalgary.ca) - X11 enhancements
- Ling Thio (H.L.Thio@et.tudelft.nl) - world files and Sun fixes
- Castor Fu (castor@drizzle.stanford.edu) - Alpha portability
-
- * Me:
-
- send any comments, ideas, bug reports, etc. to:
-
- Chris Laurel
- home: claurel@mr.net
- work: chrisl@county.lmt.mn.org
- snailmail: 5700 W Lake St, #208
- St. Louis Park, MN 55416
- phone: (612) 929-9183
-