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Dismiss alert {{ message }} hanatos / sioux Public * Notifications You must be signed in to change notification settings * Fork 3 * Star 27 sioux is not comanche 3 License GPL-3.0 license 27 stars 3 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings * Code * Issues 0 * Pull requests 0 * Actions * Projects 0 * Security * Insights Additional navigation options * Code * Issues * Pull requests * Actions * Projects * Security * Insights hanatos/sioux master BranchesTags Go to file Code Folders and files Name Name Last commit message Last commit date Latest commit History 54 Commits assets assets doc doc include include pup pup src src tools tools .gitignore .gitignore LICENSE LICENSE Makefile Makefile README.md README.md View all files Repository files navigation * README * GPL-3.0 license sioux is not comanche sioux is a drop-in replacement engine for the 1997 game comanche 3, similar to how gzdoom is an engine for the 1993 game doom (only that gzdoom is complete and working). [img0] [img1] [img2] [img3] [img4] [img5] [img6] [img7] [img8] [img9] [img10] [img11] [img12] [img13] [img14] back then i loved the game and was blown away by the voxel engine and the cohesive mood introduced into the graphics by the use of palettes. playing it today i still think it's a great game. but. * a flight simulator with a camera projection that does not allow to pitch and bank without weird distortions? * faking similar colour mood by multiplying a consistent palette is nice. today this job is usually done by global illumination. compile the build system is a simple makefile with some pkg-config and hardcoded paths: $ make run you'll need the original game cd, in particular the resource.res file (i know, the gold edition has a pff instead but my old cdrom didn't yet). TODO: describe how to extract the res with the tools in tools/ as well as the external tool pup/ by vladimir stupin. $ ./sx you can also pass --fullscreen and play with --lod 1 (1 is highest, 4 is default, higher will be lower detail). if you want to start another mission, try ./sx c1m3.mis or similar. in fact c1m3 is probably the only mission yet which you can play about as intended and actually win :) For SDL2_mixer to work with fluidsynth you need to set SDL_SOUNDFONTS: $ export SDL_SOUNDFONTS=/ controls keyboard bindings are [keymap] or, if you have a dual shock 4 controller: [gamepad] and you may want to read the helicopter flying handbook. there's also 'p' for pause, 'f' for opening bay door, 'g' for raise/ lower gear. currently the keymap is hardcoded in src/vid/gl/vid.c and prepared for an english dvorak layout. known issues this is just release-early-release-often code for your perusal. it's totally not playable. in particular: * i implemented some of the trigger-based scripting system but it's by no means complete * enemy ai makes them not crash immediately (hey, flying helicopters is hard!) but they're really dumb * loaded the scene and all objects and their textures, but only very few are animated * did not implement weapons (just infinite amounts of dummy rockets) TODO items * shading (currently it's just pretty much displaying the texture colour and normal) * global illumination, or some close fake * horizon maps or ray tracing for terrain shadows and radar/stealth * simulate weather and winds in the terrain (maybe i'll settle for incompressible fluids here) * more sophisticated flight dynamics (got aerofoil from flight gear, but rotor needs improvement) * take local winds/turbulence into account when simulating flight dynamics * port rendering to vulkan so we can use RTX About sioux is not comanche 3 Resources Readme License GPL-3.0 license Activity Stars 27 stars Watchers 3 watching Forks 3 forks Report repository Releases No releases published Packages 0 No packages published Languages * C 85.8% * GLSL 13.6% * Other 0.6% Footer (c) 2024 GitHub, Inc. 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