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-rw-r--r-- | README | 33 |
1 files changed, 18 insertions, 15 deletions
@@ -13,19 +13,19 @@ platforms. Background ========== -In the mid 90s, I played a game from a magazine cover disk (Archimedes World I think, but I really can't remember) called -"Lander". No, not the demo version of Zarch, this was a completely different game where you piloted a small 2D spaceship -round a vast world collecting glowing radioactive debris from over a hundred separate rooms. The spaceship part was just -like the many Lunar Lander variants you have probably played, but the exploration of a vast world appealed to me for the -same reasons that I enjoyed Jet Set Willy many years before. In Lander, just like in Jet Set Willy. the game would -theoretically end when all the debris had been collected. In practice, this was virtually impossible due to the shear -size and complexity of the game. The attraction of the game was not in winning it, but in being able to explore a -seemingly never-ending world of pure imagination. +In the mid 90s, I played a game from a magazine cover disk (Archimedes World I think, but I really can't remember) +called "Lander". No, not the demo version of Zarch, this was a completely different game where you piloted a small 2D +spaceship round a vast world collecting glowing radioactive debris from over a hundred separate rooms. The spaceship +part was just like the many Lunar Lander variants you have probably played, but the exploration of a vast world appealed +to me for the same reasons that I enjoyed Jet Set Willy many years before. In Lander, just like in Jet Set Willy. the +game would theoretically end when all the debris had been collected. In practice, this was virtually impossible due to +the shear size and complexity of the game. The attraction of the game was not in winning it, but in being able to +explore a seemingly never-ending world of pure imagination. In creating Thrust3D I wanted to recreate that feeling of exploration and imagination, but using the capabilities of -modern graphics hardware to heighten the feeling. I learnt a lot of OpenGL graphics programming and rendering techniques -in the course of my doctoral studies for visualising my research results, but none of this gave me an excuse to use any -of the advanced capabilities available. Thrust3D was an outlet for this, and here is the result. +modern graphics hardware to heighten the feeling. I learnt a lot of OpenGL graphics programming and rendering +techniques in the course of my doctoral studies for visualising my research results, but none of this gave me an excuse +to use any of the advanced capabilities available. Thrust3D was an outlet for this, and here is the result. Installation ============ @@ -48,9 +48,9 @@ play - you might just need to disable a few features (if that doesn't happen aut Music ===== -You can put some suitable background music as an Ogg/Vorbis file at $PREFIX/share/thrust3d/sounds/music.ogg ('$PREFIX' is -probably '/usr/local' unless you've done something different). 'Radioactivity' by Kraftwerk is particularly appropriate. -Obviously I can't distribute a copy of that material with the game, so you'll have to obtain your own copy. +You can put some suitable background music as an Ogg/Vorbis file at $PREFIX/share/thrust3d/sounds/music.ogg ('$PREFIX' +is probably '/usr/local' unless you've done something different). 'Radioactivity' by Kraftwerk is particularly +appropriate. Obviously I can't distribute a copy of that material with the game, so you'll have to obtain your own copy. Controls ======== @@ -60,5 +60,8 @@ Controls Right arrow - turn right Up arrow - thrust forwards Down arrow - thrust backwards - + Mouse - change viewing angle (press 'r' to reset to default) + + 'w' - enter wireframe mode (this is not useful) + 'e' - exit wireframe mode |