less_retarded_wiki/anarch.md

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2022-01-09 05:05:06 +01:00
# Anarch
Anarch is a [LRS](lrs.ms)/[suckless](suckless.md) first person shooter [game](game.md) similar to [Doom](doom.md), written by [drummyfish](drummyfish.md). It has been designed to follow the LRS principles very closely and set an example of how games, and software in general, should be written.
Some info about the game can be found at the [libregamewiki](lgw.md): https://libregamewiki.org/Anarch.
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```
*screenshot from the terminal version*
Anarch has these features:
- It is completely **[public domain](public_domain.md)** [free software](free_software.md)/[free culture](free_culture.md) under [CC0](cc0.md), including all code and assets which were all made from scratch by drummyfish.
- It has extremely low hardware demands, fitting into **256 kb** (WITH assets) and requiring only about **32 kb of [RAM](ram.md)** and **50 MHz [CPU](cpu.md)**. [GPU](gpu.md)s need not apply.
- It is written in pure [C99](c.md) without any [dependencies](dependency.md) (not even the standard library). It uses no [dynamic heap allocation](dynamic_allocation.md) and no [floating point](float.md).
- It is **extremely portable**, written against a very tiny I/O layer. As such it has been ported to many platforms such as [GNU](gnu.md)/[Linux](linux.md), [BSD](bsd.md), [Pokitto](pokitto.md), browser [JavaScript](javascript.md), [Raspberry Pi](rpi.md) and many others.
- It is written in a [single compilation unit](scu.md) and without any [build system](build_system.md).
- It is created with only free software.
- It is well documented.
Gameplay-wise Anarch offers 10 levels and multiple enemy and weapon types. It supports mouse where available.
## Technical Details
Anarch's engine uses [raycastlib](raycastlib.md), a LRS library for advanced 1D [ray casting](ray_casting.md) which is often called a "pseudo 3D". This method was used by Wolf3D, but Anarch improves it to allow different levels of floor and ceiling which makes it look a little closer to Doom (which however used a different methods called [BSP](bsp.md) rendering).
The music in the game is [procedurally generated](procedural_generation.md) using [bytebeat](bytebeat.md).
All images in the game (textures, sprites, ...) are 32x32 pixels, compressed by using a 16 color subpalette of the main 256 color palette, and are stored in source code itself as simple [arrays](array.md) of bytes -- this eliminates the need for using [files](file.md) and allows the game to run on platforms without a [file system](file_system.md).
The game uses a tiny custom-made 4x4 bitmap [font](font.md) to render texts.
Saving/loading is optional, in case a platform doesn't have persistent storage. Without saving all levels are simply available from the start.
In the suckless fashion, mods are recommended to be made and distributed as [patches](patch.md).