CUBES5.ZIP released on 02/07/2000, these notes written on 02/07/2000.
CUBES5.EXE programmed by Kenneth Silverman

	This engine was a side project I did during the development of Build.
I started working on the original cube engine in 1994, during a time
when Apogee was pressuring me to make a next generation engine (comparable
with Quake 1). In 1995, I made many enhancements which you see in this
version. I was researching several things as I was developing this:

	* rendering arbitrary polygons quickly (selecting how to interpolate)
	* front-to-back occlusion (hidden surface removal better than a z-buffer)

	CUBES renders using lines of constant Z (in other words, diagonal lines)
I used a neat trick to remove a lot of the jagged edges that are normally
seen with diagonal line rendering. CUBES was also my first engine to use
portals. Also, it was the first time I had reliable collision detection in
a 6D engine.

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Command line:
	>cubes5 [board name(.cub)]

	(board.cub is the default board)

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Movement controls:

		 ESC: quit
Arrow keys: forward, backward, turn left, turn right
	Rt.Ctrl: strafe
 PGUP/PGDN: look up/down
		 ,/.: twist screen
		 KP0: hold to return view to horizon angle
  Ctrl+KP0: hold to look straight down
			R: quantize position to nearest 1/8 cube (for saving start position)

Editing controls:

	 Insert: Insert cube
	 Delete: Delete cube
		 Tab: Store texture index of cube under cursor to memory
	L.Enter: Write texture index of cube under cursor from memory
 V/LMouseB: Select new texture from list
	  Alt-C: Change all textures under cursor to texture in memory
			L: re-load board
	  ALT-S: save board (overwrites with same name of loaded board)

Rendering controls:

  KP Enter: Toggle rendering method:
					0:Constant z (default)
					1:hlines (no depth shading)
					2:wires
` & BCKSPC: Hold down `, then press backspace repeatedly to watch rendering
L. 1,2,3,4: Hold to force global Mip-map level
			D: Hold to show direction of rendering by shading lines
RAlt/RShft: Hold to force different methods of rendering for Constant z

ScrollLock: Panic quit (Try it if CUBES5.EXE locks up)

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TILES000.ART, PALETTE.DAT, TABLES.DAT, and SETUP.DAT should all be compatible
with the Build engine.

Known annoyances:

	* You can use BSETUP.EXE (the build editor setup program) to select
		different default keys and video modes. You may have a problem with
		selecting the video modes because they are misaligned, for example if
		you select 360*200 mode, it might actually be 640*480 mode in cubes5.

	* This program is generally pretty stable. However, if you go nuts and
		hold down the delete key, you're asking for trouble. If the board gets
		too complex, you will likely cause a crash. (the board map is 16*16*16)

	* There are no options for shading and palette.

-Ken Silverman (official web page: http://www.advsys.net/ken)
