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cast
~~~~
ø aron ................................................ code/design
ø zooley .................................................... music
ø (tr) .................................................... support
ø charles + thomas ........................................ pmode/w
ø pascal/cubic team ............................... tiny mxm player
hardware requirements
~~~~~~~~~~~~~~~~~~~~~
ø P300++ (because of the "immensely complex raytracing algorithms")
ø few megs of ram (just a few!)
ø vbe2.0+ compatible videocard with 320x200x16/24/32bit LFB mode
ø one piece of so-called gus sound device
technical information
~~~~~~~~~~~~~~~~~~~~~
as you can see it is realtime raytracing. heavy coding in a couple
days (big hurry?).
now the engine supports the following object primitives: plane,
sphere and cylinder (quadrics support in progress). all of these can
be texture mapped. the illumination model is true Phong illumina-
tion. first time generated textures (great turbulence ideas by
blala/bteam) were used, but it was not satisfactory, so we decided
to compress colourful bitmaps.
oh, that goddamn vesa+dpmi stuff. we hope this works on the compo-
machine. at least we made everything according to the specs(!).
by the way final version will support more sound devices and more
color depths. if we are not too lazy to code it?
commandline parameters
~~~~~~~~~~~~~~~~~~~~~~
ø dugong.exe 0 ...................... force output in 16bit hicolor
ø dugong.exe 1 .................... force output in 24bit truecolor
ø dugong.exe 2 .................... force output in 32bit truecolor
thanks
~~~~~~
ø szilva ........................................................
ø tomcat/abaddon ............................. cute rt notes series
disclaima
~~~~~~~~~
you can do anything with it: watch it, rip it, fuck it.[ back to the prod ]
