TextureList.txt format: one line (CR+LF or CR) - one entry entry format: values: 0 - normal terrain, i.e. grass 1 - spawn point 2 - obstacle, i.e. bunker 3 - water terrain (additional animation) 4 - snow terrain (mine colour changed) effective_acceleration = acceleration - friction * current_speed maximum speed is proportional to acceleration / friction (effective_acceleration is zero then) inertness for the same maximum speed is higher for lower values of acceleration and friction (0.5 / 0.5 is more inert than 1 / 1) coefficient in [1/s] in [u/s^2], where 1u is approx. 3 tiles angular types of movement are also affected by these parameters, it can be assumed that one revolution lasts as long as moving by ten tiles Map format: File contains "width * height" 8-bit numbers. One line (CR+LF or CR) describes one row of the map. The dimensions are recognized by counting numbers in the first line. If the first line contains N numbers, the rest of them is used in such a way to create N-long rows. If there are few numbers to complete a row, the first (0) texture with the "right" (0) orientation is used to fill the rest of them. number format: 7-2 bits - number of texture (max 63) 1-0 bits - orientation 0 - right 1 - up 2 - left 3 - down Orientation is used to position a tile, it is also used to spawn a vehicle.