farbrausch @ breakpoint 2007
                             fr-041: d e b r i s .

credits:
--------

 visuals, direction: theunitedstatesofamerica (aka fiver2)
 code: chaos, ryg
 soundtrack: ronny
 synthesizer: kb
 sound effects: wayfinder
 additional graphics: giZMo
 additional code: tron
 special thanks: fried

system requirements:
--------------------

- minimum:
 * p4 2ghz or athlon 2000+ (with sse)
 * 512mb ram
 * ps2.0 capable graphics card with 128mb vram
 * directx 9.0c

- recommended:
 * core2duo or athlon x2 with >=2.4ghz
 * 1024mb ram
 * geforce 7600/radeon x1600 or better with 256mb vram

settings:
---------

- resolution: pick your favourite.
- aspect ratio:
 * for fullscreen, pick one that matches your screen.
 * for windowed, it should match your desktop resolution.
- multisampling: if you have a fast graphics card, go wild here.
- texture quality:
 * normal: lower-than-default texture resolution+dxt compressed textures.
   be sure to pick this if you have 512mb ram. (also speeds up loading time)
 * high: default texture size, dxt compressed textures. recommended setting.
 * ultra: default texture size, no texture compression. pick this if your
   system is too fast and you want to burn fillrate and bandwidth for
   a barely visible improvement.
- full screen: leave it on if possible :)
- wait for vsync: looks better with vsync on, but turn it off if you want.
- shadows: you can turn off realtime shadowcasting here. makes things faster
 (especially with older graphics cards) but definitely looks worse.
- loop demo: turn it on and just don't touch escape, baby!

blah-section:
-------------

 hm.

 maybe for the final? :)
 (tired, compos to organize, kthxbye! :)

tech notes:
-----------

 at its heart this is still the werkkzeug3/kkrieger engine, except with a
 new(*) lighting/material system. models and textures are still generated.
 (though we don't use the sizeoptimized versions of everything, which made
 our lives a lot easier). we also still use shadow volumes, which makes the
 demo somewhat cpu-hungry, especially towards the end, since we have to
 transform a lot of the animated models by hand. but we didn't want to change
 the whole lighting pipeline in the middle of a project.

 (*): it was actually used for some scenes in fr-048: precision, but (as you
 can see from the fr-number) that was started a lot later than debris, so this
 demo is atleast historically its first real user)

contact:
--------

 www.farbrausch.com
 www.theprodukkt.com

 .werkkzeug3 texture edition soon to be available.
 stay tuned and check the .theprodukkt website for details.