├── AGdynCubemap.png
├── LICENSE
├── README.md
├── adagate.jpg
├── ag2.jpg
├── atollNight.jpg
├── creativeCommonsCC0.txt
├── designs.txt
├── fireball.flv
├── header.ada
├── osx-setup.txt
├── palm.gif
├── shortFB.gif
├── sourceCode.txt
└── windows-setup.txt
/AGdynCubemap.png:
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https://raw.githubusercontent.com/fastrgv/AdaGate/9b523a22e07ce515675b4252e4c840421d70c836/AGdynCubemap.png
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/LICENSE:
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572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | 
2 |
3 | Shaders project vertices from a cubical shell onto a spherical shell to avoid singularities. Then a coherent 3D noise function is used to define radial perturbations whose magnitudes index into a 1D colormap with black, red, orange, yellow, and white.
4 |
5 | -----------------------------------------------------------------------------------------------------
6 | 
7 |
8 | Dynamic Cubemapped Environment
9 |
10 |
11 | ----------------------------------------------------------------------------------------------------------------
12 | 
13 |
14 | Triple-plane palm tree.
15 |
16 | -------------------------------------------------------------------------------------------------------
17 |
18 | 
19 |
20 |
21 |
22 | -----------------------------------------------------------------------------------------------------------------
23 | 
24 |
25 | 
26 |
27 | Metallic textures.
28 |
29 |
30 | -------------------------------------------------------------------------------------------------------
31 |
32 | Where is the source code? Developers read this:
33 |
34 | https://github.com/fastrgv/AdaGate/blob/master/sourceCode.txt
35 |
36 |
37 | # AdaGate
38 | AdaGate is a first-person 3D sokoban puzzle game within a Stargate / Portal fantasy setting that runs on Windows, Mac OS-X and GNU Linux.
39 |
40 | Click on the most recent large 7z file under releases to download all source & binaries (Win/Mac/Linux), or try this link:
41 |
42 | https://github.com/fastrgv/AdaGate/releases/download/v7.4.7/ag8jul24.7z
43 |
44 |
45 | Type "7z x filename.7z" to extract the archive.
46 |
47 | * On OSX, Keka works well for 7Z files. The command-line for Keka is:
48 | * /Applications/Keka.app/Contents/MacOS/Keka --cli 7z x (filename.7z)
49 |
50 |
51 |
52 |
53 | ### Note to github downloaders: Please ignore the "Source code" zip & tar.gz files. (They are auto-generated by GitHub). Click on the large 7z file under releases to download all source & binaries (Windows & Linux). Type "7z x filename" to extract the archive. Then you can compile your own binaries, or use the pre-built ones provided.
54 |
55 |
56 |
57 | --------------------------------------------------------------------
58 |
59 |
60 | newest kawoosh video: https://youtu.be/Wm-x_6W1fXI
61 |
62 | SokobanDuke Video: https://youtu.be/qgY8vF-bb8A
63 |
64 | FireBall Video: https://github.com/fastrgv/AdaGate/blob/master/fireball.flv
65 |
66 | Duke&ZPM Video: https://youtu.be/rIen-9oAQ2I
67 |
68 | LavaPool Video: https://youtu.be/FnUv9EW4bZs
69 |
70 | Shark/Snake/Kawhoosh: https://youtu.be/88Y4yvdixY4
71 |
72 |
73 |
74 |
75 |
76 |
77 |
78 |
79 |
80 | # AdaGate
81 | ## using GLFW & OpenAL
82 |
83 |
84 | ## Recent Changes
85 |
86 |
87 | **ver 7.4.7 -- 8jul2024**
88 |
89 | * Added dynamic cubemap generation to reflect environment of pool, level 2.
90 |
91 |
92 |
93 | **ver 7.4.6 -- 04apr2024**
94 |
95 | * Corrected lava pools so that color is in sync with amplitude.
96 | * Added brick room torches w/lighting effects.
97 | * Minor revisions to level 1 scene.
98 | * Made essential corrections in fog, crosshairs display.
99 | * As an added challenge, a gravity-lock now prevents jumping out of the ZPM power grid until after activation is completed, i.e. puzzle is solved.
100 | * Avatar may no longer pass between adjacent ZPMs.
101 | * Continued games now track which power grids have been activated. Thus, resuming a game is more intuitive.
102 |
103 |
104 | **ver 7.4.5 -- 18feb2024**
105 |
106 | * Improved & generalized OSX build scripts.
107 | * Effect of command line parameter: 1:allowHiDpi; 0:forceLoDpi(default).
108 | Use low DPI to smooth out action graphics.
109 | * Added waterfall in level 5 using both particle & ribbon textures.
110 | * Added volume control + corrections to my OpenAL Ada binding.
111 |
112 |
113 | ## More change-history at end of file.
114 |
115 |
116 | ## AdaGate Game Description
117 | AdaGate is a strategy game with escape rooms in a Stargate fantasy setting. It is an elaborate example of modern OpenGL programming using the Ada language; and a tribute to Narbacular Drop, and Amelia Earhart.
118 |
119 | Runs on Windows, OSX, and GNU/Linux. The linux binary now runs on many linux distros! Includes all source code, build scripts & resources.
120 |
121 |
122 | -----------------------------------------------------------
123 | Featuring
124 |
125 | * no installation
126 | * no dependencies
127 | * simply unzip in your Downloads directory, and run;
128 | * or unzip onto a USB flash drive [w/same file format] and run.
129 | -----------------------------------------------------------
130 |
131 | ## AdaGate Introduction
132 | While searching a remote south-seas atoll for remnants of a lost American heroine, you find a nearly operational stargate. If you can get it working, you will be transported into an off-world temple with multiple chambers. You'll need to power up the gates & portal systems by rolling alien power cells onto their sockets. Simple, right? Then use your portal gun to bypass obstacles through another dimension.
133 |
134 | Escape all chambers to ascend to the lake sanctuary, where the level of difficulty is increased for your next game.
135 |
136 |
137 |
138 | ## AdaGate Game Features
139 |
140 | * Works on PCs or laptops running Windows, OSX, or GNU/Linux. And if Ada is installed you can rebuild it yourself! But first try the binaries that are delivered for all platforms.
141 |
142 | * Windows, OSX & Linux binaries provided, as well as full source.
143 |
144 | * Laptop friendly controls; supports HiDpi displays.
145 |
146 | * A 3D Sokoban puzzle game that uses the intersection of two cylinders as a puzzle piece that rolls in two perpendicular directions.
147 |
148 | * Stargate dial-home-device [DHD] allows non-linear play; see the island setting evolve from sun to fog to evening to night.
149 |
150 | * Roll the ZPM power cells to empower the portals and escape thru a wormhole
151 |
152 | * Four rooms and five degrees of difficulty for a total of 20 challenging puzzles. And solutions are available in the file ./data/solns.sok.
153 |
154 | * Serves as a blueprint for modern OpenGL programming in Ada or C++ using GLSL 330, shaders, uniforms and textures.
155 |
156 | * Note that Sangwine's PNG-IO library, and the Ada bindings to OpenAL, OpenGL & GLFW3 in this app constitute a complete, yet easily extendable Ada library that could be used for most any modern OpenGL project including games, animations, simulations, modeling, or engineering.
157 |
158 | * The sound system enables a build with surprising portability across various linux distros, as well as across various platforms.
159 |
160 |
161 |
162 | ## mouse/touchpad/keyboard controls
163 |
164 | [You might need to disconnect unused gamecontrollers to prevent spinning!]
165 |
166 | Look direction is controlled by touch pad or mouse;
167 | The mouse wheel controls camera zoom. On laptops, a 2-finger swipe simulates the mouse wheel;
168 | Zoom can also be controlled with keys n, f, z [Nearer,Further,default];
169 |
170 | Movement is controlled by the WASD keys or the arrow keys:
171 |
172 | (Up)
173 | (Lt) (Dn) (Rt)
174 |
175 | Shoot the two portal guns using: (L)-key (R)-key, or (if you have two) the two mouse buttons.
176 |
177 | (space)-key => jump up/over short walls
178 |
179 | (esc)-key => exit;
180 |
181 | * (m)-key or (F1)-key => toggle between mouse-view (1st-person) or avatar(3rd-person)
182 |
183 | In case of control problems with the game, or if you want to easily inspect something, use 1st-person mode.
184 |
185 |
186 | ### joystick
187 | * joystick : attitude
188 | * center thumb btn: forward
189 | * trigger btn: backward
190 | * Ltop/Rtop btns: select/shoot
191 | * 1st base btn: jump
192 |
193 | ------------------------------------------------------------
194 | ### gamecontroller
195 | * Lpaddle/Lhat : attitude
196 | * Rpaddle : movement
197 | * L/R Shoulder btns: select/shoot
198 | * 1st Dpad-down btn: jump
199 |
200 | ------------------------------------------------------------
201 | ### controller settings
202 | If the need arises, copy the file "docs/default_settings.txt" to "data/settings.txt". Then you can manually edit the floats that define the sensitivity for mouse, keyboard, gamepad & joystick, as well as forward speed of the avatar. EG: Forward speed was recently increased by 25%; if you prefer the old speed, change the first value from 1.0 to 0.75.
203 |
204 | ------------------------------------------------------------
205 |
206 | If you ever get stuck, try to jump up + forward or back.
207 |
208 | ------------------------------------------------------------
209 | ------------------------------------------------------------
210 |
211 |
212 | ## System requirements for running delivered executables:
213 |
214 | * graphics card with ample memory & updated driver that supports OpenGL version 3.3 or later.
215 | * Windows, Mac OSX(>=10.13), GNU/Linux;
216 | * optional game controller or joystick.
217 |
218 |
219 | ### Note on Intel embedded graphics
220 | * Such hardware uses system RAM; 8Gb is enough to run but the drivers I've experienced exhibit annoying flaws, although the game is still playable.
221 |
222 |
223 | ## Setup & Running Adagate:
224 |
225 | The application's main directory [./agate/] contains files for deployment on 2 platforms: 1)windows, 2)linux, in addition to source code. If you are NOT running windows, you do not need .dll files.
226 |
227 | Windows users see also: "windows-setup.txt"
228 |
229 | Unzip the archive.
230 |
231 | * On Linux & Windows, 7z [www.7-zip.org] works well for this. The proper command to extract the archive and maintain the directory structure is "7z x filename".
232 |
233 | * On OSX, Keka works well for 7Z files. The command-line for Keka is:
234 | * /Applications/Keka.app/Contents/MacOS/Keka --cli 7z x (filename.7z)
235 |
236 |
237 |
238 | The game may be run from a command line terminal window on all 3 platforms. Navigate to the installation directory and type:
239 |
240 | * adagate_osx (Mac OSX) [ "adagate_osx 1" indicates using High-Dpi video mode; default=Low-Dpi ]
241 | note that Low-Dpi should be used if graphic response is poor.
242 |
243 | * adagate64.bat (Windows 64-bit) or type binw64\adagate64.exe
244 |
245 | * adagate_gnu (Linux)
246 |
247 | **If an older Linux system complains that /dev/dsp/ cannot be opened, prepend the command with "padsp",EG: "padsp (ExeName)".**
248 |
249 |
250 |
251 | ----------------------------------------------------------------------
252 |
253 | I believe this single linux executable will run on most recent distributions of linux. It has been tested on OpenSuse, Trisquel, ScientificLinux(rhel) and Mint.
254 |
255 | Another alternative is to install WINE. The Windows executable will run on linux using wine thusly:
256 |
257 | * wine binw64/adagate64.exe
258 |
259 |
260 | Windows users note: I suggest that you DO NOT try running the linux executables under WSL [Windows Subsystem for Linux]; that mode is not supported. Simply use one of the windows builds.
261 |
262 | ----------------------------------------------------------------------
263 |
264 | The install directory should contain a subdirectory named "data". It contains shaders, skyboxes, sound and texture data, as well as the puzzle definitions.
265 |
266 | Tips: 0) type "h" for the help screen. 1) the ZPM is heavy! If you kick it out of reach under water then you will be stranded on the island. 2) when in trouble in a dungeon, jumping may help. 3) A "gravity-lock" now prevents jumping out of the power grid until all ZPMs are on their sockets. Theoretically, this now means that if you jump in at the wrong place, it might be impossible to solve !!!
267 |
268 | --------------------------------------------------------------------------
269 | Notes:
270 |
271 | First, note that your screen brightness might need to be reduced to fully appreciate the lighting effects in level 3.
272 |
273 | Second, note that AdaGate is geared toward a fairly capable graphics card.
274 |
275 | Third, note that this game runs fine on an Intel NUC with embedded Intel graphics, so the graphics demands are modest.
276 |
277 | Fourth, note that adjustable OpenGL settings should favor performance.
278 |
279 | Finally: use "freshStart.bat" [for Windows] or "freshStart.sh" or simply delete the file "resume_ag.txt" in order to begin the game for the first time. This resets the game to use the easiest of 5 versions of the puzzles to be solved.
280 |
281 |
282 | --------------------------------------------------------------------------
283 | Open source Ada developers are welcome to help improve or extend this game.
284 |
285 | Please send improvements, comments, suggestions or questions to:
286 |
287 |
288 |
289 | -------------------------------------------------------------------
290 |
291 | ## Open Source libraries included that allow rebuilding:
292 | * GLFW3, glext
293 | * the included "bindings" directory contains Ada interfaces:
294 | * Stephen Sanguine's AdaPngLib
295 | * Dmitriy Anisimkov's Zlib for Ada
296 | * gl
297 | * glfwada
298 | * OpenAL
299 |
300 | ## Rebuild Requirements:
301 | * systems: Windows, OSX, or GNU/Linux
302 | * a recent Ada compiler; eg. GNU-Ada...try this source:
303 | * https://github.com/alire-project/GNAT-FSF-builds/releases
304 |
305 |
306 |
307 |
308 |
309 |
310 | ## Build instructions for AdaGate:
311 |
312 | Three [pre-compiled] binary executables are delivered. I think the Windows executable is fairly portable. It was built on Windows 10. The linux binary, adagate, is intended to run in the presence of the directory "./libs/gnu", which contains GLFW3 libraries that can be, but need not be present on a target system.
313 |
314 | The distributed linux executable requires glibc v2.17 or newer. That means if your distribution is older than 2012, it may not run, and you will need to recompile.
315 |
316 | Build scripts for GNU Ada [with its own g++] are provided. But should also work for GNAT from the GNU Compiler Collection, with minor changes. See ./alternateBuildScripts/.
317 |
318 | -------------------------------------------------------
319 |
320 | **msWin64** => setpath64.bat + wcmp64.bat (read ~docs\gnuAdaOnWindows.txt)
321 |
322 | Note that the above windows build script might need to be adjusted to reference your actual installation directory for the GNU Ada compiler.
323 |
324 |
325 | ------------------------------------------------------
326 |
327 | **Mac/OSX** => ocmp.sh
328 |
329 | ------------------------------------------------------
330 | **GNU/Linux** => lcmp.sh
331 |
332 | utilizes the shared GLFW libraries that are delivered in this bundle under ./libs/gnu/. This is used to build the [gnu/linux] executable, which should run in the presence of ./libs/gnu/, whether or not your system has those shared libraries installed.
333 |
334 | If the delivered linux binary does not run, try...
335 |
336 | * Manually install GNU Ada.
337 | * Rerun the compile script lcmp.sh.
338 |
339 | ### Fixable Linux Link Problems:
340 |
341 | On a linux build machine, you might get fixable link errors, depending on its configuration. If you are missing "libxxx.so", you might need to create a proper softlink so it can be found.
342 |
343 |
344 | ----------------------------------------------------------------------
345 | ## For Developers Only: Portable Avatar Using Shaders
346 |
347 | * This approach encapsulates the details of avatar shape, color, and movement within GLSL shaders and a related code object that defines vertices and texture maps. The object may be an Ada package or C++ class.
348 |
349 | * Programmatic inputs include uniforms for time, position, attitude, & type of motion. The shaders then offload the realtime computational burdens onto the graphics processor.
350 |
351 | * Data that defines shape and color, as well as the uniforms and functions that define behavior, reside completely within the object and shaders. This data can ultimately be as detailed and refined as your imagination permits. And any refinements made are not obfuscated in some esoteric or proprietary format with a limited audience, but remain fully portable and easily enhanced by most any developer using Free Open Source languages, tools and compilers.
352 |
353 | * One approach would be to completely define the avatar within the shaders alone, possibly without using any texture files. Just look at the creatures in (glslsandbox.com). This would require advanced GLSL skills.
354 |
355 | * But a huge selection of available MineCraft skins lead to the present avatar object design.
356 |
357 | * In this application, the texture object is a cube with radius one that is defined as 6 disjoint cubelets (the precise name is rectangular cuboid or parallelpiped). The 2 upper quarters map to the head and torso. The lower half is divided into 4 cubelets that are mapped to arms and legs. See "cuboid.txt". The Minecraft images used for the texture also have 6 parts that map to the limbs, head and torso.
358 |
359 | * The result is an utterly portable avatar defined by an image and 4 text files:
360 | * texture object body, avatarobj.adb
361 | * texture object specification, avatarobj.ads
362 | * vertex shader, avatarobj.vs
363 | * fragment shader, avatarobj.fs
364 | * any MineCraft Skin png file
365 |
366 | * Interfacing game code with such an avatar is simple. Essentially you need only pass the current uniform values prior to drawing, including time, position, attitude, motion-type.
367 |
368 | * Of course one still needs a decent camera positioning and pointing policy within the game code in order to fully appreciate and exhibit the avatar. The details are beyond the scope of this brief introduction, but generally the current policy is a damped and delayed move toward some fixed ideal camera angle and position above and behind the avatar. Two possible ideal camera angles are: a) pointing toward the look-direction of the avatar; b) pointing toward the avatar. The ideal camera angles would depend upon the immediate game environment and goals.
369 |
370 |
371 |
372 | ----------------------------------------------------------------------
373 | ## For Developers Only: Fancy Shaders
374 |
375 | This app demonstrates how to use fancy fragment shaders from glslsandbox.com to make wormhole effects, starry skies, and moving-scene wall hangings. See below (Media Files). It also demonstrates metallic texture overlays, and the use of coherent noise to create the stargate event horizon, and rolling fireball in the brick dungeon.
376 |
377 |
378 | ----------------------------------------------------------------------
379 | ## For Developers Only: OpenAL portable sound package
380 |
381 | This app uses a cross-platform sound-playing package for Ada apps that can asynchronously start and stop music loops, as well as initiate transient sounds, allowing unlimited concurrency.
382 |
383 | It plays WAV files, via OpenAL, on Windows, OSX, and linux platforms.
384 |
385 | It is suitable for any Ada application that needs music, sound loops or transient sound effects; eg. games.
386 |
387 |
388 | ----------------------------------------------------------------
389 | ----------------------------------------------------------------
390 |
391 |
392 | ## what is special about this project?
393 |
394 | The linux-build of this app is among very few modern OpenGL games with sound where a single pre-built executable can run on multiple Linux distros without 3rd party add-ons! It has been tested on OpenSuse, ScientificLinux, Mint, & Trisquel.
395 |
396 | For developers, this project can serve as a testbed for learning modern OpenGL and GLSL.
397 |
398 | It uses the Ada programming language and modern OpenGL methods, with textures, shaders and uniforms. Compiles and runs on Windows, OSX, & GNU/Linux systems.
399 |
400 | Focusing on portability, transparency, and open source freedom, this project relies exclusively on F.O.S.S. tools: a thin GLFW3 binding, a thin OpenGL binding, a PNG reader by Stephen Sanguine & Dimitry Anisimkov, OpenAL-Audio with a homebrew binding, and a GNAT compiler.
401 |
402 | This is one of the most functionally advanced demonstrations of "modern" OpenGL using Ada to be published as a complete F.O.S.S. application. The term "functionally advanced" means that the code is focused on comprehensibility and completeness rather than elegance. Further development of structure and style is left as an exercise for the coding student.
403 |
404 | The Ada bindings are thin, so the relationship to C++ methodology is transparent. Developers should note that these Ada bindings can be used for any OpenGL Ada project.
405 |
406 | For the C++ programmer the code should be easy to comprehend; and for the experienced Ada programmer there are many improvements to be made to better utilize the advanced protections and features of the Ada language.
407 |
408 | This is a work in progress, so please excuse any scaffolding and debugging code has not been removed.
409 |
410 | Open source Ada developers are welcome to help improve or extend this app.
411 | Developer or not, send comments, suggestions or questions to:
412 | fastrgv@gmail.com
413 |
414 |
415 |
416 |
417 |
418 | --------------------------
419 | ## License:
420 |
421 |
422 | This app is covered by the GNU GPL v3 as indicated in the sources:
423 |
424 |
425 | Copyright (C) 2024
426 |
427 | This program is free software: you can redistribute it and/or modify
428 | it under the terms of the GNU General Public License as published by
429 | the Free Software Foundation, either version 3 of the License, or
430 | (at your option) any later version.
431 |
432 | This program is distributed in the hope that it will be useful,
433 | but WITHOUT ANY WARRANTY; without even the implied warranty of
434 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
435 | GNU General Public License for more details.
436 |
437 | You may read the full text of the GNU General Public License
438 | at .
439 |
440 |
441 | ## Media Files for AdaGate:
442 |
443 | ### General Note
444 | The particular choices of sound, image, and fragment shader files [x.fs] delivered are not essential to the function of the game and are easily replaced. This software is primarily intended as a tutorial example of modern OpenGL methods using GLSL. The only requirements are that sounds be in WAV format, images be in PNG format, and shaders be updated to GLSL 330 specifications. Skybox images must have a 90x90 degree field of view [for a correct perspective], and all 6 must have the same pixel dimensions.
445 |
446 | It is my intention to use media with copyrights or licenses that are compatible with GPLv3. Please notify me if you believe there is an incompatibility, and it will be removed ASAP, eg a CC-by-NC license is NOT GPL compatible.
447 |
448 |
449 |
450 | ### Defining Your Own Puzzles:
451 | Read puzzle_replacement.txt
452 |
453 | ### SoundFiles
454 | Using "sox", all sounds have been converted to the WAV format. Most sounds are from freesound.org and are covered by the Creative Commons CC0 license documented in the accompanying file ./licenses/creativeCommonsCC0.txt. A few others with CC-by-3.0 license have accompanying text files with attributions.
455 |
456 | "Among the Falls" [music for level 1], and others, are from (http://www.freesfx.co.uk). See the file licenses/freeSFX_license.txt.
457 |
458 | OpiumLoop is from "PartnersInRhyme": see signed authorization in ~/licenses/
459 |
460 |
461 | ### ImageFiles
462 | Most images for textures were freely [no copyright indications] available on google images. Some wall textures used are from the GPL2.0/GPL3.0-only section of OpenGameArt.Org. One other thatched roof texture was used from http://www.mayang.com/textures. Others from pixabay.com have a CC0 or CC3 license. More recently, some are from http://all-free-download.com/free-photos/. See ./docs/licenses/.
463 |
464 | ### ShaderFiles
465 | Several fragment shader files used were downloaded from http://glslsandbox.com/ and put under ./data/. All frag. shaders from glslsandbox are under the MIT license. Existing comments or any identifying information was retained. What follows are acknowledgments for some that were identifyable. (see ./docs/licenses/)
466 |
467 | Volcano & "Red Planet" from Mahmud Yuldashev , and "waterWorldCCNSA3.fs" with a CreativeCommons license, and which seems to be credited to Alexander Alekseev with mods by Mahmud Yuldashev.
468 |
469 | In order to make any of these usable, I had to modernize them to glsl version 330 specifications, and adapt some to utilize additional uniforms for input.
470 |
471 | ### Avatars
472 | Several are available under the directory ~/data/avatars/. Simply copy your preferred one into ~/data/ and rename to skin.png. Also, many other MineCraft avatars can be used.
473 |
474 | ### SkyBoxes
475 | For some of these, I lowered the horizon slightly for technical reasons; and for others I converted to png files.
476 |
477 | One source is (www.custommapmakers.org/skyboxes.php), which gathers together many free-to-use skyboxes.
478 |
479 | Another skybox [from (http://www.redsorceress.com/skybox.html)] is credited to "The Mighty Pete" at http://www.petesoasis.com (which seems defunct).
480 |
481 | At least 3 beautiful hi-res skyboxes used [from OpenGameArt.org] are the work of Heiko Irrgang and is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. To view a copy of this license, visit (http://creativecommons.org/licenses/by-sa/3.0/) or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. See also the accompanying file ./licenses/ccsa3_license.txt.
482 |
483 |
484 |
485 |
486 | ## Download Sites for AdaGate and my other games:
487 |
488 | * https://github.com/fastrgv?tab=repositories
489 | * https://www.indiedb.com/members/fastrgv/games
490 | * https://fastrgv.itch.io
491 | * https://sourceforge.net/u/fastrgv/profile/
492 | * https://gamejolt.com/@fastrgv/games
493 |
494 |
495 | ## video links [all showing older versions of AdaGate]:
496 |
497 | level beta puzzle:
498 |
499 |
500 | level beta lava pit:
501 |
502 |
503 | prolog flyover (dec15):
504 |
505 |
506 | agnew, atoll sea life (dec15):
507 |
508 |
509 |
510 | A 3rd party 11 minute video of AdaGate is here:
511 |
512 |
513 | Ominous Fireball (12mar17):
514 |
515 |
516 | Duke goes for a swim (31oct17):
517 |
518 |
519 | ----------------------------------------------------------------
520 | ----------------------------------------------------------------
521 |
522 | ## Older Change History:
523 |
524 |
525 | **ver 7.4.4 -- 06oct2023**
526 | * Restored OSX build...but without a bundle.
527 |
528 | **ver 7.4.3 -- 17sep2023**
529 | * Added an exception-handler to shutdown gracefully, in case of abort. This should also allow a normal resume after an abort.
530 | * More relaxed camera angles, when possible.
531 | * No longer build 32bit Windows executables, just 64-bit windows & linux.
532 |
533 | **ver 7.4.2 -- 14jun2023**
534 | * Discontiued OSX support, greatly simplifying game package.
535 | * Added music to flyover intro screen.
536 | * Restored best kawoosh sound.
537 | * Avatar now rises & falls with ocean waves when swimming.
538 |
539 | **ver 7.4.1 -- 30sep2022**
540 | * Now using simpler-to-setup GNU Ada for Win64.
541 |
542 | **ver 7.4.0 -- 20sep2022**
543 | * Restored Win64 build, now using MSYS2 & mingw64 on Windows.
544 |
545 | **ver 7.3.6 -- 16sep22**
546 | * Now uses a generic utex, called gtex, for messages.
547 | * Removed Win64 build.
548 | * Now using GNU Ada rather than defunct AdaCore compiler.
549 |
550 | **ver 7.3.5 -- 16apr22**
551 | * Reverted linux libraries to exclusively shared format for portability.
552 | * Alternate script for GNU-Ada also works, now.
553 |
554 | **ver 7.3.4 -- 11feb22**
555 | * Updated libglfw.
556 | * Elliminated unused Frameworks directory
557 | * ZoomWheel code improvements.
558 |
559 | **ver 7.3.3 -- 29dec21**
560 | * Replaced all cc-by-nc-licensed sound files due to incompatibility with GPLv3.
561 | * Made final, minor adjustments to new sounds.
562 | * Minor visual tweaks to kawhoosh.
563 | * Moved auxillary source code directories (from ./) into ./src/.
564 |
565 |
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/creativeCommonsCC0.txt:
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1 |
2 | CC0 1.0 Universal
3 |
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5 |
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7 |
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13 |
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15 |
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23 |
24 | 2. Waiver. To the greatest extent permitted by, but not in contravention of, applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and unconditionally waives, abandons, and surrenders all of Affirmer's Copyright and Related Rights and associated claims and causes of action, whether now known or unknown (including existing as well as future claims and causes of action), in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each member of the public at large and to the detriment of Affirmer's heirs and successors, fully intending that such Waiver shall not be subject to revocation, rescission, cancellation, termination, or any other legal or equitable action to disrupt the quiet enjoyment of the Work by the public as contemplated by Affirmer's express Statement of Purpose.
25 |
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33 | Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work.
34 |
35 | Additional languages available: Ελληνικά, Español, euskara, suomeksi, français, hrvatski, italiano, 日本語, 한국어, Lietuvių, latviski, Nederlands, polski, română, Slovenščina, svenska, 中文, 華語. Please read the FAQ for more information about official translations.
36 |
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/designs.txt:
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1 | My Design Goals (for Potential Contributors):
2 |
3 | I dislike both Microsoft and Apple because of the freedoms and privacy
4 | they deny me; I fully support the F.S.F. [Free Software Foundation].
5 | Thusly, I choose to minimize my involvment with their esoteric OS's.
6 | Still, I want my Apps to reach their large audiences, if possible.
7 |
8 | My design goals are to
9 | A) require NOTHING of mere users, and
10 | B) for rebuilders/developers, require only that they install
11 | minimal Ada on their machines.
12 |
13 | Specifically, I prefer to NOT require Windows users to install MINGW.
14 | Thusly, and for other reasons, I choose to avoid Makefiles.
15 | Even gpr build files require more than a minimal Ada installation.
16 | So I choose to use script/bat files.
17 |
18 | Furthermore, I prefer to NOT require users to install nonstandard
19 | libraries or 3rd party utilities in order to execute my apps.
20 |
21 | (fastrgv@gmail.com)
22 |
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/header.ada:
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1 | procedure header is
2 | --dummy to inform GitHub that Ada is
3 | --the language used here.
4 | begin
5 | null;
6 | end;
7 |
8 |
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/osx-setup.txt:
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1 |
2 | Setup on OS-X
3 |
4 |
5 | If you have a previous installation of the game on your computer,
6 | then delete it by typing something like:
7 |
8 | rm -fr /
9 |
10 | This will save space on your computer's disk drive, and will
11 | help to avoid confusion. Each download is self-contained.
12 |
13 | Choose an installation directory and move the tarball there;
14 | leaving it in ./Downloads is fine.
15 |
16 | For *.7z files, you may use Keka or 7zip to unpack the tarred
17 | game directory.
18 |
19 | For *.gz files, simply gunzip [] followed by tar -xf [].
20 |
21 |
22 |
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/sourceCode.txt:
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1 |
2 | GitHub users: please ignore the "Source code" zip & tar.gz files.
3 | (They are auto-generated by GitHub into the release).
4 |
5 | The archive *.7z, contains all the source code,
6 | as well as the resources and runtime files for 3 platforms.
7 | Source code can be found in the sub-directory ./src/.
8 |
9 |
10 | * On Linux & Windows, 7z [www.7-zip.org] works well for this.
11 | The proper command to extract the archive and maintain the directory
12 | structure is "7z x filename".
13 |
14 | On linux you may also use the file-manager to unpack.
15 |
16 | * On OSX, Keka works well for 7Z files. The command-line for Keka is:
17 | * /Applications/Keka.app/Contents/MacOS/Keka --cli 7z x (filename.7z)
18 |
19 |
20 |
21 | =====================================================================
22 | Windows users, please read windows-setup.txt,
23 | =====================================================================
24 | Mac users, please read osx-setup.txt
25 | ===================================================
26 |
27 |
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/windows-setup.txt:
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1 | File extraction on Windows:
2 |
3 | If you have a previous installation of the game on your computer,
4 | then delete it by typing something like:
5 |
6 | RMDIR/S \
7 |
8 | from a command line terminal.
9 |
10 | This will save space on your computer's disk drive, and will
11 | help to avoid confusion.
12 |
13 |
14 | Next, move the newest archive, a 7z file
15 | [from your Downloads directory] to any directory of your choosing:
16 | move .extension
17 | cd
18 |
19 | Next, unzip:
20 |
21 | A) If you have it, PeaZip seems to work fine for all archive types.
22 |
23 | B) If you do not already have an unzip utility, I recommend
24 | downloading 7z [from www.7-zip.org]. It's free, and works nicely:
25 | 1) 7z x .7z [this unzips contents to a new game-dir]
26 | 2) cd
27 |
28 | Note that WSL [Windows Subsystem for Linux] is not supported.
29 | Simple use the Windows executable provided.
30 |
31 |
32 | Note also that an error message like "vcruntime140.dll is missing"
33 | indicates that you should install, repair, or reinstall, the MSVC
34 | redistributable runtime libraries for both x86 and x64.
35 | As of 10aug24 that is version 14.40.33810.0 (2022).
36 |
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