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-[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.