home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Virtual Reality Zone
/
VRZONE.ISO
/
mac
/
PC
/
3DWORLDS
/
swoopvr
/
forest.txt
< prev
next >
Wrap
Text File
|
1994-06-26
|
3KB
|
60 lines
EXECUTIONABLE FILE: FOREST.EXE
AUTHOR: Robin Hollands (r.hollands@sheffield.ac.uk)
DESCRIPTION: An environment is created with random size (fir) trees at random
poisitions within an area. The user is originally prompted to enter the amount
of trees and can thus create a random environment ranging from a copse to a
forest.
REQUIRED: 386 or 486 PC with VGA card. Mouse or Cyberman recommended.
CONTROLS: Mouse or Cyberman will be recognised automatically; cyberman has
preference.
Keyboard: '4' : Rotate left
'6' : Rotate right
'8' : Look up
'2' : Look down
'+' : Move forward
'-' : Move backwards
'*' : Double movement speed
'/' : Half movement speed
's' : Returns to saved position and speed
'p' : Exports the current screen to a PCX file
'f' : Flips mouse mode between movement and cursor
'q' : Quits the program and returns to text mode
Mouse: In movement mode:
Mouse forward : Look up
Mouse backwards : Look down
Mouse left : Rotate left
Mouse right : Rotate right
Left button : Move forward
Right button : Move backwards
Left and Right button : shuffle in direction of mouse
movement (eg. left/right or up/down)
Centre button (if fitted) : Flips mouse mode to cursor
In cursor mode :
Move cursor to object of interest and press left button to
select. Press centre button to flip mouse mode back to
movement.
Cyberman:In movement mode:
Moving the Cyberman in any of the 6 DOF (except roll) results
in corresponding viewpoint movement. Movement
forwards/backwards and left/right is proportional to Cyberman
displacement from centre. Press centre button to flip to mouse
cursor mode.
NOTES: This program was originally developed to create a random play area for a
game that was never finished. One of the programs quirk's is due to the
mechanism of the sorting algorithm that determines which objects get displayed
where. Objects are only calculated a depth when they are seen, and so until
then remain at one end of the list of objects. The bubblesort algorithm used is
great for reshuffling objects that are already almost in order, but slow at
moving an object from one end of the list to the other. What this means in
practical terms is that when you start in the forest, the screen update can be
a bit clunky as you first look around, but fast and fluid (depending on the
number of trees) after that. You don't notice this in the other demos because
you usually see all the objects to start off with.