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+Asteroids3D - a first person game of blowing up asteroids
+Copyright (C) 2000 Stuart Mark Pomerantz
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+GNU General Public License for more details.
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
+Stuart Pomerantz
+3935 Stonecliffe drive
+Monroeville, PA 15146
+Welcome! Thanks for trying out asteroids3D. This program is known to compile
+without error on Red Hat GNU/Linux 6.0 & 6.2 . The program requires the mesa3d
+graphics library available at http://www.mesa3d.org . This game will
+probably not compile on a sparc without a little hacking. Certainly, the
+sound will have to change. I will try to do this in the future.
+Thank you to my girlfriend Colleen for her support, and never failing
+to say "oooh, cool". Thank you to Lee Beatty for his enormously helpful
+artistic suggestions. He's got a great eye for how things should look.
+Thank you to everyone on the internet who emailed me with suggestions
+and kind words!
+Thanks to Rob R. for the patch and graphic. You can find them in the contrib
+The latest copy of Asteroids3D can be found at:
+Unfortunately there's no configure script for this program yet. If you
+have installed mesa3d in some place other than /usr/local/opengl, you should
+edit the INC and LIB lines of the make file and change them appropratly.
+Other than that, A3D should compile without a problem. Type make.
+If you want to install the program somewhere else, copy the asteroids3D
+binary, *.ppm, and *.ub to a directory of your choice.
+The object of the game is to stay alive and destroy all the asteroids in the
+asteroid field.
+To view the available command line options type:
+asteroids3D -help
+The mouse rotates your ship up, down, left, and right. The left
+mouse button fires your torpedo.
+ESC - exit the game immediately
+a/A - turn on my debugging axes ( not very interesting for playing )
+r/v - slide forward/backward
+d/g - slide left/right
+e/t - slide up/down
+f -  hit the breaks!
+b - target asteroid in center of crosshair
+<tab> - target smallest asteroid in field
+p - pause the game
+<space> - fire a torpedo
+[   - activate/deactivate headlight
+(best with keypad)
+4/6 - rotate about the ship's y axis
+7/9 - rotate about the ship's z axis
+8/2 - rotate about the ship's x axis
+(graphics features) 
+these keys are like toggle switches now and are mapped across the top of the keyboard
++   - activate/deactivate crosshair
+_   - deactivate/activate tracer
+)   - activate/deactivate shield effect
+(   - activate/deactivate dust effect
+*   - activate/deactivate torpedo lens flares
+&   - activate/deactivate asteroid textures
+^   - activate/deactivate nebula textures
+%   - activate/deactivate torpedo texture
+#   - activate/deactivate sound
+!   - swap mouse x direction
+@   - swap mouse y direction
+hud symbology
+The position of your mouse is represented by a green dot.
+The purple dots on the left represent torpedo slots. As you fire
+they will dim, letting you know that you have fired and a slot is
+reloading. You have 5 torpedos.
+The number at the top center of the screen tells you how many
+asteroids are in the field.
+The shield indicator at the bottom right of the screen tells you 
+the strength of your shield indicator. When you are hit by an asteroid, 
+the shield will automatically come on and you will bounce elastically off the 
+asteroid. The amount your shield will decrease depends on the momentum
+of the asteroid, which depends on the speed and mass of the asteroid. Avoid
+getting hit by big asteroids if you can.
+The collision warning indicator is at the lower center of your screen, there
+are four arrows representing above the ship, below the ship, to the left of
+the ship, and to the right of the ship. The oval represents directly behind you.
+If the dim red arrow ( or the oval ) lights up, then you know that an
+asteroid is near you on that side. For example, if the right red arrow lights
+up, then an asteroid is near you on your right side. It is good to move at
+a ninety degree angle away from close asteroids.
+Finally, a group of numbers on the lower left corner of the screen represents
+your velocity vector (x,y,z) in m/s. Although this looks cool, it may not be of much
+use to you. You will be able to see if you're moving, though.
+When you lock on to an asteroid:
+The spot where your torpedo will
+be in the time it will take to reach the asteroid is reprented by
+either a yellow ( out of range ) or red ( in range ) dot.
+The spot where the asteroid will be in the time it will take your
+torpedo to reach the asteroid is represented by either a
+yellow ( out of range ) or red ( in range ) circle. The target
+circle grows and shrinks with distance to the target so that you
+have a more accurate idea of how big a target you need to hit
+at a given distance.
+There is an outer circle with hash marks which turns right as you
+shorten the distance between the ship and the asteroid and left
+as the distance between the ship and the asteroid increases. The
+outer circle will give you a good idea of your rate of closure
+with the target.
+Put the dot inside the circle when they're both red and voila', you hit.
+There are a small number of cases where the aspect angle of the
+torpedo on the target is such that you'll miss. And unless you're
+close enough, the torp may fizzle out before it hits.
+The targeted asteroid is boxed in green, and has a green line pointing
+in the direction it is travelling ( its vector ).
+I welcome all comments and suggestions. Please remember that this game
+is A WORK IN PROGRESS. I don't consider it finished or completely debugged.
+The version number is meant to reflect that.
+If you have a comment or suggestion, please email it to me at stuart@pitt.edu.
+If you have a criticism, I'd like to hear it as long as its constructive.
+"This game sucks" criticisms will be ignored and put in the trash. 
+I'm giving this away to thank the GNU community of developers for all 
+the wonderful software they've given away to me for free. I thank you
+all for your generosity. I hope you like this game.
+Stu Pomerantz