# Copyright (C) 2026 Nicola Taibi %global rel 16 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} - F7 - Anisotropic Filtering: Improves the sharpness of slanted surfaces (cycles through 1x, 2x, 4x, 8x, 16x). - F8 - Starfield Density: Changes the number of background stars (from 1,000 to 8,000). Useful for making space feel denser or reducing the load on the GPU. - Multi-Tube Independent Logic: The system now supports firing up to four torpedoes in rapid succession. - Cyclic Reload HUD: The [L] (Loading) status is now correctly displayed for each individual tube. - Boundary Enforcement: Torpedoes now explode immediately upon reaching quadrant boundaries. - Universal Visibility: Torpedoes from all players are now rendered in everyone's 3D view (Object Type 28). - Optimized HUD: Personal HUD indicators accurately track your own torpedoes, while the 3D view displays all tactical ordnance without cluttering the screen with unnecessary labels. - Quadrants: $40 \times 40 \times 40$ (64,000 quadrants).Sectors (Units): $40 \times 40 \times 40$ per quadrant.Absolute Coordinate System: Migrated from $0 - 400$ to $0.0 - 1600.0$. - Vastness: The galaxy is now 64 times larger in terms of absolute unit volume, ensuring superior fluidity during high-speed movement. - All navigation commands (nav, imp, apr) and calculators (cal, ical) now operate with hundredth-degree precision (%.2f). - Short-Range Sensors (srs) and status reports (sta) now display coordinates and distances with two decimal places. - Hyperdrive Recalibration: Warp Factor 9.9 traverses the galaxy's diagonal ($\approx 2771$ units) in 40 real-world seconds. - HUD ETA: Added a yellow field in the 3D viewer that displays the Estimated Time of Arrival in seconds; this is only visible when a destination is set. - Tactical Cube: The quadrant frame has been scaled to $40 \times 40 \times 40$.Tactical Grid: Now covers the entire sector volume with reference lines every 10 units. - Precision has been increased to "millimeter" level, with a stopping tolerance of 0.01 units (ten times more precise). This is critical for docking and boarding maneuvers. - Full HD (**1920x1080**) support via `TACTICAL_CUBE_W/H` macros.