           SPELL=mercator
         VERSION=${VERSION:=0.2.7}
if  [  "$CVS"  ==  "y"  ];  then
         VERSION=cvs
          SOURCE=$SPELL-$VERSION.tar.bz2
   SOURCE_URL[0]=cvs://:pserver:cvsanon:cvsanon@cvs.worldforge.org:/home/cvspsrv/worldforge:forge/libs/$SPELL
   SOURCE_IGNORE=unversioned
  FORCE_DOWNLOAD=1
else
          SOURCE=$SPELL-$VERSION.tar.gz
   SOURCE_URL[0]=$SOURCEFORGE_URL/worldforge/$SOURCE
   SOURCE_URL[1]=ftp://ftp.worldforge.org/pub/worldforge/libs/$SPELL/$SOURCE
   SOURCE_URL[2]=http://purple.worldforge.org/downloads/libs/$SPELL/$SOURCE
      SOURCE_GPG="gurus.gpg:$SOURCE.sig:WORKS_FOR_ME"
#     SOURCE_HASH=sha512:bed47126aa3dfa4c2c80204ea3d97a8c0acf30e47346454924352b7b36355ccc7e1259279af7351babe285c71b9dccd43f26fdfeab4cdbbd47db449ccce6a9a2
fi
SOURCE_DIRECTORY=$BUILD_DIRECTORY/$SPELL-$VERSION
      LICENSE[0]=GPL
        WEB_SITE=http://www.worldforge.org/dev/eng/libraries/$SPELL
         ENTERED=20031012
           SHORT="WorldForge terrain engine"
cat << EOF
Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge core libraries. It is intended to be used as a terrain library on the client, while a subset of features are useful on the server.

Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees.

The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied.
EOF
