# Copyright (C) 2026 Nicola Taibi %global rel 13 Name: spacegl Version: 2026.02.09 Release: %{rel}%{?dist} Summary: Space GL: A space exploration & combat game, Multi-User Client-Server Edition License: GPL-3.0-or-later URL: https://github.com/nicolataibi/spacegl Source0: https://github.com/nicolataibi/spacegl/archive/refs/tags/%{version}-%{rel}.tar.gz BuildRequires: gcc BuildRequires: make BuildRequires: freeglut-devel BuildRequires: mesa-libGLU-devel BuildRequires: mesa-libGL-devel BuildRequires: glew-devel BuildRequires: openssl-devel BuildRequires: desktop-file-utils Requires: freeglut Requires: mesa-libGLU Requires: mesa-libGL Requires: glew Requires: openssl Requires: %{name}-data = %{version}-%{release} %description Space GL is a high-performance 3D multi-user client-server game engine. It features real-time galaxy synchronization via shared memory (SHM), advanced cryptographic communication frequencies (AES, PQC, etc.), and a technical 3D visualizer based on OpenGL and FreeGLUT. %package data Summary: Data files for %{name} BuildArch: noarch # 2. Aggiungi questa riga mancante: Requires: %{name} = %{version}-%{release} %description data Data files (graphics, sounds, and images) for Space GL. %prep %setup -q -n %{name}-%{version}-%{rel} %build # Forza il ricalcolo dei flag di Fedora %set_build_flags # Compila forzando il rifacimento (evita il "Nothing to be done") %make_build clean %make_build %check # Ora il check passerà perché abbiamo sistemato il Makefile %make_build check %install mkdir -p %{buildroot}%{_bindir} mkdir -p %{buildroot}%{_datadir}/%{name} mkdir -p %{buildroot}%{_datadir}/%{name}/readme_assets cp -p readme_assets/*.jpg %{buildroot}%{_datadir}/%{name}/readme_assets/ cp -p readme_assets/*.png %{buildroot}%{_datadir}/%{name}/readme_assets/ # Install binaries install -p -m 0755 spacegl_server %{buildroot}%{_bindir}/ install -p -m 0755 spacegl_client %{buildroot}%{_bindir}/ install -p -m 0755 spacegl_3dview %{buildroot}%{_bindir}/ install -p -m 0755 spacegl_viewer %{buildroot}%{_bindir}/ # Install helper scripts as user commands install -p -m 0755 run_server.sh %{buildroot}%{_bindir}/%{name}-server install -p -m 0755 run_client.sh %{buildroot}%{_bindir}/%{name}-client # Create and install desktop file mkdir -p %{buildroot}%{_datadir}/applications cat > %{buildroot}%{_datadir}/applications/%{name}.desktop < - 2026.02.09-%{rel} Documentation & System Architecture Evolution ## [v2.0.0] - Technical Optimization & Tactical Realism Update ### Summary -This update marks a significant shift from the legacy architecture (documented in `README_old.md`) to a high-performance, mathematically rigorous framework. The primary focus is on Network Efficiency (v2.0), Dynamic Persistence, and Systemic Combat Physics. --- ### 1. Network & Infrastructure -Differential Engine Integration: Migrated from a full-state update model to Delta Compression. The server now utilizes bitmasks to transmit only modified data blocks (Transform, Vitals, etc.). -Bandwidth Optimization: Implementation of the new binary protocol has resulted in a 90-95% reduction in bandwidth consumption compared to the previous SDB/SHM model. ### 2. World Persistence & Dynamic Environment -Dynamic Wreckage System: NPC destruction now triggers the real-time generation of permanent wrecks within the sector, supplementing existing static derelicts. -Visual Fidelity: Integrated a dedicated "Dead Hull" shader for all post-combat wreckage to simulate "cold" and scorched materials, improving visual clarity and immersion. ### 3. Physics & Mathematical Balancing -Quadratic Power Scaling: Navigation physics now follow , where Hyperdrive energy consumption scales quadratically with velocity. -System Integrity: Added a "Penalties" layer where damaged subsystems directly impact energy efficiency and consumption rates. -Precision Combat: Torpedo damage is no longer static; a 1.2x multiplier is now applied to direct precision hits. ### 4. Faction-Specific Mechanics & AI -Material-Based Resistances: Introduced faction-specific hull properties: -Swarm (Bio-armor): Native damage reduction. -Gilded (Fragile): Increased damage vulnerability. -Systemic AI Debuffs: Attacks targeting NPC engines now result in permanent maneuverability degradation during the encounter. ### 5. Developer Technical Deep-Dives -Interest Management: Added documentation on quadrant-based spatial partitioning. -Serialization: Detailed implementation guides for bitmask serialization. -OpenGL State Management: New guidelines for shader state handling to eliminate visual interference between ship hulls and particle effects.