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Developer Information

Developer documentation

A limited amount of documentation is available.
  1. Scripting reference. Describes so for the classes and methods available in the Adanaxis Rendering Demo.
  2. Doxygen. Autogenerated documentation from the C++ source code.
  3. Technical papers. Documents describing some of the techniques used in the software.
Adding levels to the Adanaxis Rendering Demo
  1. Find the spaces directory. On Mac OS X this is visible in the disk image (.dmg file), but you will need to drag the entire disk image contents to a hard drive to make it writable. On Windows, it's in the Adanaxis Rendering Demo directory in Program Files. On Linux, it'll be somewhere in /usr/share or /usr/local/share. The path to spaces can be changed in mushruby/MushConfig.rb if necessary.

  2. Copy one of the directories, say local1, and its contents, to a new directory in spaces. The name isn't importants but it should contain only letters and numbers.

  3. In the space.rb file in the newly created directory, change the initial class line to match your directory name. If your new directory is user1 the class line changes from

    class Adanaxis_local1 < AdanaxisSpace


    class Adanaxis_user1 < AdanaxisSpace
The demo should now recognise your new level.


The demo embeds the ruby interpreter (ruby 1.8.4), but without its extensions. Information about the ruby language can be found at The system and file commands are still exposed, so scripts can be destructive (by deleting files, etc.). Only levels from a trusted source should be installed in your spaces directory (or you should review the ruby scripts first).

Most demo objects support the to_xml method to dump their contents.


The demo builds complex meshes from simple ones by extruding faces to form new polyhedra. Extrusion is limited at the moment by the following:
  1. Only base objects of the type MushBasePrism can be used. These always have 8 faces (faces meaning hyperfaces with extent in three dimensions).
  2. If the order parameter is 4, extruders can be attached to any face. Otherwise they can only be attached to the z=k and w=k (see face numbering for MushBasePrism). Anything else will generate a Connectivity List error.
Further Developer Resources

If you need anything else do ask, either by PM to admin, mail to Andy Southgate or in the Software Forum. It is possible to use the demo to generate textures and triangle lists to drop into another game, for example.

The player had just taken out a beam unit, generating a large explosion and flare.  The contrast of this image has been enhanced to reveal more detail.
Pic Title: Adanaxis 0.7.0 Screenshot
Poster: southa
Posted: Thu Apr 19, 2007 4:46 pm
View: 60023
Rating: 10
Comments: 1

A wide angle shot of red versus blue
Pic Title: Adanaxis 0.7.0 Screenshot
Poster: southa
Posted: Thu Apr 19, 2007 4:35 pm
View: 37316
Rating: 10
Comments: 0

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