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.     `$b  ?SP   .

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d' d$$$      dP .HU `$$$$b.   ?$$$$b$$P  d'

$. `ªº' ª$P'             `ª?Pª' `ª'    d

?b  .ob.                             `ª'

`b.  .P'     "supermärket" (party version)
`ª?$Pª

cast

° charles + thomas ........................................ pmode/w
° pascal/cubic team ............................... tiny mxm player

hardware requirements

° P300++ (because of the "immensely complex raytracing algorithms")
° few megs of ram (just a few!)
° vbe2.0+ compatible videocard with 320x200x16/24/32bit LFB mode
° 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/bÿteam) 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

° dugong.exe 0 ...................... force output in 16bit hicolor
° dugong.exe 1 .................... force output in 24bit truecolor
° dugong.exe 2 .................... force output in 32bit truecolor

thanks

° tomcat/abaddon ............................. cute rt notes series

disclaima

you can do anything with it: watch it, rip it, fuck it.