NAME
speedmine - simulates speeding down a rocky mineshaft,
or a funky dancing worm
SYNOPSIS
speedmine [-display
host:display.screen] [-root] [-window] [-install]
[-noinstall] [-visual visual] [-wire] [-nowire] [-worm]
[-foreground color] [-background color] [-darkground
color] [-lightground color] [-tunnelend color]
[-delay microseconds] [-maxspeed number] [-thrust
number] [-gravity number] [-vertigo number]
[-terrain] [-noterrain] [-smoothness number] [-curviness
number] [-twistiness number] [-widening]
[-nowidening] [-bumps] [-nobumps] [-bonuses] [-crosshair]
[-nocrosshair] [-psychedelic] [-nopsychedelic]
DESCRIPTION
- Speedmine!
-
Down the speedmine, you'll find speed
to satisfy your moving needs;
So if you're looking for a blast
then hit the speedmine, really fast.
Speedworm loves you.
Speedworm likes to bump and grind
and chase her tail, and dance around
she really is a funky friend;
she's made of speed from end to end.
You can configure stuff either with command-line options or X
resources.
OPTIONS
- -display host:display.screen
- Specifies which X display we should use (see the section
DISPLAY NAMES in X(1) for more
information about this option).
- -root
- Draw on the root window.
- -window
- Draw on a newly-created window. This is the default.
- -install
- Install a private colormap for the window.
- -noinstall
- Don't install a private colormap for the window.
- -visual visual
- Specify which visual to use. Legal values are the name of a
visual class, or the id number (decimal or hex) of a specific
visual. Possible choices include
- default, best, mono, monochrome, gray, grey, color, staticgray,
staticcolor, truecolor, grayscale, greyscale, pseudocolor,
directcolor, number
If a decimal or hexadecimal number is used, (3X)
is consulted to obtain the required visual.
- -worm
- Be a happy spastic worm instead of a tunnel.
- -wire
- Specifies that the tunnel/worm should always be rendered in
wireframe style.
- -nowire
- Specifies that the tunnel/worm should be rendered normally.
Note that tunnel rendering may still temporarily switch to
wireframe style when a wireframe bonus is hit, if bonuses
are enabled.
- -foreground color
- Specifies the default foreground color.
- -background color
- Specifies the default background color.
- -darkground color
- Specifies the color of the darkest portions of the ground (or
the worm's belly.) The ground/belly is colored by a gradient
between darkground and lightground.
- -lightground color
- Specifies the color of the lightest portions of the
ground/belly. The ground/belly is colored by a gradient between
darkground and lightground.
- -tunnelend color
- Specifies the color of the light at the end of the tunnel.
- -delay microseconds
- Specifies the delay between drawing successive frames. If you
do not specify -sync, some X servers may batch up several
drawing operations together, producing a less smooth effect. This
is more likely to happen in monochrome mode (on monochrome servers
or when -mono is specified).
- -maxspeed number
- Specifies an upper bound on the speed of normal movement. This
does not affect the speed that may be attained when hitting a speed
bonus.
- -thrust number
- Specifies the thrust constantly applied. Positive numbers
indicate a forwards thrust, negative numbers indicate a backwards
thrust.
- -gravity number
- Specifies the effect of gravity. Larger numbers will increase
acceleration downhill and decrease acceleration uphill.
- -vertigo number
- Specifies to what level the demo should accentuate the
curvature and windiness of the tunnel or worm.
- -terrain
- Continuously generate a fractal terrain to simulate the
rockiness of the tunnel walls, or the texture of the worm's skin.
- -noterrain
- Do not generate terrain. When this option is set, all surfaces
are flat.
- -smoothness number
- When -terrain is set, specifies how smooth the walls or
skin are.
- -curviness number
- Controls how much the generated tunnel (or worm) should curve
left and right, and dip up and down.
- -twistiness number
- Controls how much the generated tunnel (or worm) twists around
itself.
- -widening
- Specifies that the generated tunnel (or worm) may vary in
width.
- -nowidening
- Specifies that the average width should be kept constant.
- -bumps
- Indicates that the simulation should take the bumpiness of the
ground into account and allow the animation to shake and rattle
when travelling over rough ground. Or that the worm should be
allowed to bump around and shake her booty.
- -nobumps
- Indicates that the bumpiness of the ground should be ignored,
such that the simulation will glide through the tunnel. Or that the
worm should calm down and behave herself.
- -bonuses
- Indicates that the demo should include bonus events. These
include speed bonuses, spins, and changes of viewpoint and
rendering style.
- -nobonuses
- Indicates that bonuses should not be included in the demo.
- -crosshair
- Specifies that a gaming style crosshair be drawn on the
simulation. This serves little purpose but may make hardcore gamers
feel more comfortable.
- -nocrosshair
- Specifies that no crosshair be drawn.
- -psychedelic
- Specifies that a psychedelic colormap should be generated. When
this is set, the walls and ground of the tunnel are drawn in an
often changing rainbow of colours.
- -nopsychedelic
- Specifies that a normal colormap should be used, with muted
walls and a grey road.
RESOURCES
Option Resource Default Value
------ -------- -------------
-wire .wire False
-background .background black
-foreground .foreground white
-darkground .darkground #101010
-lightground .lightground #a0a0a0
-tunnelend .tunnelend #000000
-delay .delay 30000
-maxspeed .maxspeed 700
-thrust .thrust 1.0
-gravity .gravity 9.8
-vertigo .vertigo 1.0
-terrain .terrain True
-smoothness .smoothness 6
-curviness .curviness 1.0
-twistiness .twistiness 1.0
-widening .widening True
-bumps .bumps True
-bonuses .bonuses True
-crosshair .crosshair False
-psychedelic .psychedelic False
WARNING
Speedworm is a trained professional. Do not try
this at home.
Prolonged viewing of this demo with maxspeed and
vertigo above the defaults may have short-term psychological
side effects including hyperactivity and attention deficiency.
COPYRIGHT
Copyright © 2001, Conrad Parker. Permission
to use, copy, modify, distribute, and sell this software and its
documentation for any purpose is hereby granted without fee,
provided that the above copyright notice appear in all copies and
that both that copyright notice and this permission notice appear
in supporting documentation. No representations are made about the
suitability of this software for any purpose. It is provided "as
is" without express or implied warranty.
AUTHOR
Conrad Parker <conrad@deephackmode.org>,
April 2001.