<commit_before># Neoythne

Neothyne is an attempt at getting back to the roots of good old twitch shooting
akin to that of Quake World.

## Philosphy

Neothyne is a game/engine with a focus on matching that of idTech3/Q3A in terms
of visual fidelity. At it's core Neothyne is a relatively simple engine with a
focus on providing a minimum set of features to make a twitch shooter.

## Status

As of late Neothyne is just a piece of tech which, while primitive in nature
embodies the following

* Efficent KD-tree (which allows for)
  * Efficent static and sweeping collision detection
  * Efficent scene management
* Forward renderer (which can do)
  * Directional lighting (with ambient and diffuse terms)
  * Specular lighting (with power and intensity terms)
  * Point lighting (with ambient, diffuse, and attenuation (exp, linear, constant))
  * Sky meshes (skybox, skydome, etc, any mesh will suffice).
  * Normal mapping (dot3 bump mapping)
  * Per pixel fog (linear, exp and exp2)

## Goals

* Particles
* Shadow mapping
* 3D models (iqm?)
* Networking (client/server model)
* Build the game

## Screenshots
The following screenshots are taken from in the engine.

[![](http://i.imgur.com/fc36Xa3.png)](http://i.imgur.com/fc36Xa3.png)
[![](http://i.imgur.com/sPxSb8e.png)](http://i.imgur.com/sPxSb8e.png)
[![](http://i.imgur.com/Vu2DWKG.png)](http://i.imgur.com/Vu2DWKG.png)

## Build
Neothyne depends on the following libraries

* SDL2
* SDL2_image
* zlib

Verify you have these installed then run `make'.

## System requirements
Neothyne requires a GPU which is capable of GL 3.3. Modern low profile GPUs may
function poorly.
<commit_msg>We not longer depend on those<commit_after># Neoythne

Neothyne is an attempt at getting back to the roots of good old twitch shooting
akin to that of Quake World.

## Philosphy

Neothyne is a game/engine with a focus on matching that of idTech3/Q3A in terms
of visual fidelity. At it's core Neothyne is a relatively simple engine with a
focus on providing a minimum set of features to make a twitch shooter.

## Status

As of late Neothyne is just a piece of tech which, while primitive in nature
embodies the following

* Efficent KD-tree (which allows for)
  * Efficent static and sweeping collision detection
  * Efficent scene management
* Forward renderer (which can do)
  * Directional lighting (with ambient and diffuse terms)
  * Specular lighting (with power and intensity terms)
  * Point lighting (with ambient, diffuse, and attenuation (exp, linear, constant))
  * Sky meshes (skybox, skydome, etc, any mesh will suffice).
  * Normal mapping (dot3 bump mapping)
  * Per pixel fog (linear, exp and exp2)

## Goals

* Particles
* Shadow mapping
* 3D models (iqm?)
* Networking (client/server model)
* Build the game

## Screenshots
The following screenshots are taken from in the engine.

[![](http://i.imgur.com/fc36Xa3.png)](http://i.imgur.com/fc36Xa3.png)
[![](http://i.imgur.com/sPxSb8e.png)](http://i.imgur.com/sPxSb8e.png)
[![](http://i.imgur.com/Vu2DWKG.png)](http://i.imgur.com/Vu2DWKG.png)

## Build
Neothyne depends on the following libraries

* SDL2

Verify you have this installed then run `make'.

## System requirements
Neothyne requires a GPU which is capable of GL 3.3. Modern low profile GPUs may
function poorly.

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