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author | cvs2svn <cvs2svn@FreeBSD.org> | 1995-05-29 13:46:40 +0000 |
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committer | cvs2svn <cvs2svn@FreeBSD.org> | 1995-05-29 13:46:40 +0000 |
commit | 0d98f1227110082e9e507ca236458f6c363e25b6 (patch) | |
tree | 297f74782436a0f973b6b89d60c10f399af9a135 /games/acm/pkg-descr | |
parent | Remove comment about not being able to undefine a variable, as we *can* (diff) |
This commit was manufactured by cvs2svn to create tag 'RELENG_2_0_5_ALPHA'.release/2.0.5a
Notes
Notes:
svn path=/head/; revision=1803
svn path=/tags/RELENG_2_0_5_ALPHA/; revision=1805; tag=release/2.0.5a
Diffstat (limited to 'games/acm/pkg-descr')
-rw-r--r-- | games/acm/pkg-descr | 131 |
1 files changed, 0 insertions, 131 deletions
diff --git a/games/acm/pkg-descr b/games/acm/pkg-descr deleted file mode 100644 index d7f4bb2d32ae..000000000000 --- a/games/acm/pkg-descr +++ /dev/null @@ -1,131 +0,0 @@ -[This is Riley's original README file] - -acm Flight Simulator version 2.0 - -What is acm? ------------- - -Acm is a LAN-oriented, multiplayer aerial combat simulation. My main design -objective was to provide source code that could be easily compiled and -executed on a wide variety of platforms. To that end, acm is written entirely -in C, exploiting the programming features of Unix, X11, and the BSD socket -interface. - -Players engage in air to air combat against one another using heat seeking -missiles and cannons. - -Acm exists as two programs. The first, named "acm", is a small program -that, when invoked, starts a flight session on a given workstation. The -second component, named "acms", is a server process that manages the -multiplayer environment. It also manages the flight simulation and -display management that is required. Most players will prefer to run the -acms process on a back-end server system on their local area network. Players -at client workstations can then invoke the acm program to begin play. - -I play acm using a server that is a Mips RC3240 (rated at roughly 18.5 -SPECmarks). I get very adequate display performance using a Mips RS2030 -color workstation (10.0 SPECmarks) or an NCD monochrome X terminal. My -choice of servers is probably overkill. I suspect that an 10+ SPECmark -system could handle a typical mutiplayer load. - -This is the second release of acm. The original version has been ported -to a variety of Unix derivatives and system architectures. - -Riley Rainey -riley@mips.com -January 26, 1991 - - - -What's different with revision 2.0: ------------------------------------ - -The flight simulation model has been substantially revamped. - -Rudder controls have been added. - -Monochrome support has been added with the generous help of Glen Dudek -(dudek@ksr.com). - -Filenames have been shortened, where required, to get along with System V -conventions. - -Substantial corrections and enhancements to the portability of this code -were provided by Johnathan Kamens (jik@Athena.MIT.EDU). imake can now -be used to build the entire product tree. - -Sun-specific changes were provided by Dave Safford (auvsaff@auvsun.tamu.edu). - -A bug that prevented acm from operating with certain window managers -has been corrected. - -Lead Computing Optical Sight (LCOS) support has been added to the -cannon weapon display. A reticle (sight) is displayed on the HUD, showing -a good aiming sight for the cannon. - -Cannons will now inflict damage on other aircraft. - -Aircraft can now be damaged, but remain airworthy. - - - -GENERAL NOTES -------------- - -This software is divided into two major parts: the 3-D graphics routines -and the flight simulator itself. The 3-D stuff is contained in the V -directory. V/lib holds the library itself. V/test contains a program -that can be used to test your port of the V library. - -Fsim contains the remainder of the flight simulator. imake and make files -have been provided. The code has a Berkeley tilt to it in many -places, so people with hybrid OS's will probably want to lean that -direction when selecting compiling and linking options. - -Acm binaries can be installed in your standard games directory. In addition -to running "make install" to install the executables, you must run the -"install-objects" script. - -The acm server, acms, must currently be started manually. It's intended -that it will eventually be managed automatically by inetd, but that's -not in the code yet. I have access to a network that includes a 16+ SPECMark -server and 12 to 18 SPECMark workstations (i.e. a MIPS 3240 along with -MIPS 2030 and Magnum workstations) (translate SPECMarks into millions of -instructions per second by whatever formula you like ..). I generally -rlogin to the 3240 and start the acms process on it and leave that xterm -window hanging around; then, from another xterm window, I'll fire off -the acm command that starts my flying session. Other players enter the -game by simply firing off an "acm servername" command. - -I'm not saying that acm is a particularly accurate flight simulator. I'm -not an aero engineer, but I did spend a fair amount of time studying -several college-level texts on the subject while I was designing this -software. This probably doesn't resemble real-time flight simulators -too much but, again, that's not my line of work. Comments and -suggestions to improve this software are welcome. - -Several "features" in this revision of the software: - - * landing gear is ignored. Raise it, lower it; it's - not handled by the software. - - * flaps can be lowered at rediculously high speeds. - - * you can fly through mountains. - - * engines do not flame-out. Fly really high (and fast enough) - and you can just about get into orbit. Non-afterburning - engine performance does degrade as altitude increases, but - afterburner performance gives the extra kick needed to fly - much higher than you should be able to. - - -CREDITS - -In the original release, I overlooked several important credits. The -input routine at the heart of the acm server is based on code from xtrek -that was written by Dan A. Dickey, he has provided some valuable help in -improving the robustness of this code. The 3-D routines were written by -me, but are based closely on two valuable articles from the March and -April 1981 issues of Byte Magazine titled "Three-Dimensional Computer -Graphics" by Franklin C. Crow. |