Source: mercator Section: libs Priority: optional Maintainer: Debian Games Team Uploaders: Olek Wojnar Build-Depends: debhelper (>= 11), libwfmath-1.0-dev (>= 1.0.2+dfsg1-0.4), pkg-config, dpkg-dev (>= 1.16.1.1) Standards-Version: 4.2.1 Rules-Requires-Root: no Homepage: https://www.worldforge.org/ Vcs-Git: https://salsa.debian.org/games-team/mercator.git Vcs-Browser: https://salsa.debian.org/games-team/mercator Package: libmercator-0.3-4 Architecture: any Multi-Arch: same Pre-Depends: ${misc:Pre-Depends} Depends: ${misc:Depends}, ${shlibs:Depends} Description: WorldForge terrain library Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge core libraries. It is intended to be used as a terrain library on the client, while a subset of features are useful on the server. . Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees. . The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied. Package: libmercator-0.3-dev Section: libdevel Architecture: any Multi-Arch: same Depends: libmercator-0.3-4 (= ${binary:Version}), libwfmath-1.0-dev (>= 1.0.2+dfsg1-0.4), ${misc:Depends} Description: WorldForge terrain library - development files Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge core libraries. It is intended to be used as a terrain library on the client, while a subset of features are useful on the server. . Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees. . The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied. . This package contains the files for developing with the mercator library.