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Short: Texture mapping demo of upcoming game
Note: this is version 2 of the demo. It includes a non math version now.
4/2/93 Rot readme.
INFO:
"rot" is short for "rotation".
This is a wolf3d-like demo that gets up to 20 fps on my 3000
and up to 30 fps in its lo-lores mode on the 3000. On the 4000, it's
much faster. 32 colors, 288X150 resolution.
Please spread this around, but include all files with it:
rotdemo.txt -- this file
rot.lzh <<
rot -- the demo
rot.dat -- title screen grfx
dungeon -- dungeon file
rot.invite -- invitation for you to join a team to
develop this into a PD game.
rot.description -- technical info
rot.history -- history
DISCLAIMER:
rot_no_math:
Runs on any Amiga. SLOOOOOOOW. Press "s" to get an extra frame :)
rot:
Fast CPU required:
It runs fine on a 68030, but probably won't look
great on anything less. (Haven't tried it, though)
Math chip required:
This demo requires an FPU. (The Amiga 3000 and 4000 have
one built in.)
I've seen the demo work on the A3000 and A4000.
Note: if you don't have a FPU or fast CPU, and you want to see what
this demo would have looked like, you should be able to at least get
to the title screen which is a screen shot of the demo before it
crashes.
CONTROLS:
To run the program, simply put "rot", "dungeon", and "rot.dat"
in the same directory and type "rot".
Mouse : Mouse pointer at center of view screen means stand
still, moving the mouse to the left or right of the
center of the screen turns you left and right. Moving
the mouse above or below the center of the screen
moves you forward and back. The further from the
center you move the mouse, the faster you go.
"l" : Toggle resolution modes to always lo-res (2X2 pixels)
"h" : Toggle resolution modes to always hi-res
"a" : Toggle resolution modes to auto-switch when you run.
"y","Y" : Auto-rotate clockwise, counter-clockwise.
"q" : quit
"4"-"8" : steps around
"1"-"3" : show sample brushes (disabled on this demo)
"s" : turn off overhead map (speeds up rendering a frame or two
spacebar: open door/secretwall if you're in front of one.
SOURCECODE:
Is available upon request. assign ROT: to the root dir of the source.
Compiles under lattice 6 and aztec 5 with no modifications (except moving
comments around in the makefile to choose which developer system you
are using).
I'd appreciate any comments or suggestions and help making this into a
full game. See "rot.invite"
Thanks,
Jason Freund jfreund@relleno.engr.ucdavis.edu
Gabe Dalbec dalbec@cs.ucdavis.edu
Jason and Gabe are at (until 6/93)
2033 F St #311
Davis, CA 95616
916-758-0272
After 6/93:
Jason Freund
690 Erie Dr.
Sunnyvale, CA 94087
408-732-0421
Gabe Dalbec
789 Butterfly Rd
Quincy, CA 95971
916-281-6600
Contributors:
Chris Hames bytey@werple.apana.org.au