Asteroids3D - a first person game of blowing up asteroids
Copyright (C) 2000 Stuart Mark Pomerantz <smp [at] psc edu>
Copyright © Jan Engelhardt <jengelh [at] gmx de>, 2003 - 2006
Welcome! Thanks for trying out asteroids3D. This program is known
to compile without error on SUSE LINUX 9.3 and 10.0, and possibly
some other Linux distributions. The program requires a GL
library, which is usually provided with your card's drivers.
Alternatively, you can use the software-based Mesa3D library,
available at http://www.mesa3d.org/.
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 has 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 a patch and a nebula graphic (nebula3).
The latest copy of Asteroids3D can be found at:
COMPILATION & INSTALLATION
Just run `make` (on BSD systems `gmake` is necessary). If you
have your GL library placed in some obscure place, tell it make
by using the EXT_CFLAGS=-I/other/place/for/headers
If you want to install the program to system folders, type `make
install`. You can use PREFIX=/usr (or any other folder) to copy
it into /usr/games/ rather than the default, /usr/local/games.
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:
PLAYING > CONTROLS
The mouse rotates your ship up, down, left, and right. The
left mouse button fires your torpedo, the right one targets
the asteroid in the crosshair, if any.
ESC - exit the game immediately
$ - turn on my debugging axes ( not very interesting for playing )
s/w - slide forward/backward
a/d - slide left/right
c/y - slide up/down
f - hit the breaks!
b - automatically target next asteroid
<tab> - target asteriod in crosshair
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
these keys are like toggle switches now and are mapped across the top
of the keyboard (this statement applies only to US layout)
+ - activate/deactivate crosshair
_ - activate/deactivate tracer
( - activate/deactivate dust effect
) - activate/deactivate shield effect
* - activate/deactivate torpedo lens flares
m - activate/deactivate asteroid textures
k - activate/deactivate nebula textures
o - activate/deactivate torpedo texture
# - activate/deactivate sound
! - swap mouse x direction
@ - swap mouse y direction
The position of your mouse is represented by a green dot.
The purple circles 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 five torpedos.
The number at the top center of the screen tells you how many
asteroids are left 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 and your ship. Avoid
getting hit by big asteroids if you can. (Avoid getting hit at
all, preferably :-)
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 are 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 represented 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 is at a given
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 are both red and voilà,
you hit. There are a small number of cases where the aspect angle
of the torpedo on the target is such that you will miss. And
unless you are close enough, the torpedo may fizzle out before it
The targeted asteroid is boxed in green, and has a green line
pointing in the direction it is travelling (its movement vector).
COMMENTS and SUGGESTIONS
I welcome all comments and suggestions. Please remember that this
game is A WORK IN PROGRESS. I do not 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 the
maintainer at (currently) firstname.lastname@example.org, and, if you like, cc:
it to email@example.com. If you have a criticism, I would like to hear
it as long as it is constructive. "This game sucks" criticisms
will be ignored and put in the trash.
I am giving this away to thank the GNU community of developers
for all the wonderful software they have given away to me for
free. I thank you all for your generosity. I hope you like this
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
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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., 51 Franklin St, Fifth Floor, Boston,
MA 02110-1301 USA
3935 Stonecliffe drive
Monroeville, PA 15146