This game was developed quickly while aiming to keep it simple.
It should be easy to add features as refinements on both the client and the server.
+# Clients and server
+
+Tinks! has two distinct clients and one dedicated server.
+The whole project is modular, these software share mostly the same code.
+
+* The original 2D client at `bin/tinks` uses mnit and OpenGL ES 1.0 to display the world from above.
+
+ The Android variant at `bin/tinks.apk` uses the same view from above, with added on-screen controls.
+
+ ![Screenshot of the 2D client](doc/tinks.png)
+
+* The 3D client at `bin/tinks3d` uses gamnit and OpenGL ES 2.0 for an immersive world.
+
+ Despite the different graphics, both client are fully compatible for multiplayer.
+
+ ![Screenshot of the 3D client](doc/tinks3d.png)
+
+* The dedicated server at `bin/server` acts as a headless server for clients on the same local network.
+
# Usage
Compile with: `make`
-Launch with: `bin/tinks`
+Launch with: `bin/tinks` or `bin/tinks3d`
Compile for Android with: `make bin/tinks.apk`
Connect to a precise server with: `bin/tinks server_address [server_port]`
-# Configuration on desktop
+# Configuration on desktop for the 2D client
You can configure the client by modifying the file `./config.json` created when you first launch the game.
The fields `res_x` and `res_y` specify the resolution of the window.
The field `play_sounds` should be clear enough.
+
+# Artwork
+
+* Trees and rocks models created by Kenney.nl, shared under CC0
+* Ground texture created by Duion, shared under CC0
+* Health model created by Alexis Laferrière, shared under CC0
+* Tank original model created by Sapen, shared under CC-BY-SA 3.0
+ * Derivatives from this model were created by Alexis Laferrière, shared under CC-BY-SA 3.0