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author | Joerg Wunsch <joerg@FreeBSD.org> | 1995-03-06 23:30:13 +0000 |
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committer | Joerg Wunsch <joerg@FreeBSD.org> | 1995-03-06 23:30:13 +0000 |
commit | 4881445f866079fdcc2c2fbc40c0ebbde66d2612 (patch) | |
tree | e13d963361417b2398d9b1632aaf775a69a28cd9 /games/acm | |
parent | fdca08cda7fd472e361b01754fb9b9a44f5c3bfd (diff) | |
download | ports-4881445f866079fdcc2c2fbc40c0ebbde66d2612.tar.gz ports-4881445f866079fdcc2c2fbc40c0ebbde66d2612.zip |
Add the missing package files.
Notes
Notes:
svn path=/head/; revision=1104
Diffstat (limited to 'games/acm')
-rw-r--r-- | games/acm/pkg-comment | 1 | ||||
-rw-r--r-- | games/acm/pkg-descr | 131 | ||||
-rw-r--r-- | games/acm/pkg-plist | 15 |
3 files changed, 147 insertions, 0 deletions
diff --git a/games/acm/pkg-comment b/games/acm/pkg-comment new file mode 100644 index 000000000000..3e03ab3d8a04 --- /dev/null +++ b/games/acm/pkg-comment @@ -0,0 +1 @@ +acm - A flight simulator for X11 diff --git a/games/acm/pkg-descr b/games/acm/pkg-descr new file mode 100644 index 000000000000..d7f4bb2d32ae --- /dev/null +++ b/games/acm/pkg-descr @@ -0,0 +1,131 @@ +[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. diff --git a/games/acm/pkg-plist b/games/acm/pkg-plist new file mode 100644 index 000000000000..2775ee179f99 --- /dev/null +++ b/games/acm/pkg-plist @@ -0,0 +1,15 @@ +@cd /usr/X11R6 +@owner games +@mode 555 +bin/acms +bin/acm +@cd /usr/games +@mode 444 +lib/acm/aim-9 +lib/acm/bullet +lib/acm/f16 +lib/acm/mig23 +lib/acm/mtn +lib/acm/rwy +lib/acm/rwy2 +lib/acm/tower |