readme.txt 11 KB

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  1. ==========================================================================
  2. The Irrlicht Engine SDK version 1.8
  3. ==========================================================================
  4. Welcome the Irrlicht Engine SDK.
  5. Content of this file:
  6. 1. Directory Structure Overview
  7. 2. How To Start
  8. 3. Requirements
  9. 4. Release Notes
  10. 5. License
  11. 6. Contact
  12. ==========================================================================
  13. 1. Directory Structure Overview
  14. ==========================================================================
  15. You will find some directories after uncompressing the archive of the
  16. SDK. These are:
  17. \bin The compiled library Irrlicht.DLL and some compiled demo
  18. and example applications, just start them to see the
  19. Irrlicht Engine in action. Windows only.
  20. \doc Documentation of the Irrlicht Engine.
  21. \examples Examples and tutorials showing how to use the engine with
  22. C++.
  23. \include Header files to include when programming with the engine.
  24. \lib Libs to link with your programs when using the engine.
  25. \media Graphics and sound resources for the demo applications and
  26. examples.
  27. \source The source code of the Irrlicht Engine. This code is
  28. not needed to develop applications with the engine,
  29. but it is included to enable recompilation and
  30. debugging, if necessary.
  31. \tools Useful tools (with sourcecode) for the engine.
  32. ==========================================================================
  33. 2. How to start
  34. ==========================================================================
  35. To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
  36. directory, and start some applications. There should also be an
  37. application named Demo.exe which should show the most
  38. interesting features of Irrlicht.
  39. To start developing own applications and games with the engine take
  40. a look at the 01.HelloWorld example in the \examples directory.
  41. There is also a .html file with a tutorial which should be
  42. easily comprehensible.
  43. The Irrlicht Engine is a static lib under linux. A precompiled version can be
  44. generated from the sources using the Makefile in source/Irrlicht. Unzip the
  45. file source.zip in the /source directory. Run 'make' in the newly created
  46. subfolder source/Irrlicht. After this you should be able to 'make' all
  47. example applications in /examples. You can run the examples directly from the
  48. directory they are created in.
  49. It is also possible to use Irrlicht as shared object
  50. (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
  51. running 'make sharedlib' in the source folder. See the Makefile for details.
  52. For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
  53. build the libIrrlicht.a library necessary to create the apps.
  54. ==========================================================================
  55. 3. Requirements
  56. ==========================================================================
  57. You can use one of the following compilers/IDEs to develop applications
  58. with Irrlicht or recompile the engine. However, other compilers/IDEs may
  59. work as well, we simply didn't test them.
  60. * gcc 3.3
  61. * gcc 3.4
  62. * gcc 4.x
  63. * Visual Studio.NET 2003 (7.1)
  64. * Visual Studio 2005(8.0)-2010(10.0)
  65. * Code::Blocks 1.0 (& gcc or visual studio toolkit)
  66. * DevC++ 5.0 & gcc (project files included, please use Code::Blocks instead)
  67. If you ever want to (re)compile the engine yourself (which means you don't
  68. want to use the precompiled version) you need the following:
  69. * Windows:
  70. * Needed: PlatformSDK (which usually comes with all IDEs, download
  71. it separately for MSVC Express 2005)
  72. * Optional: DirectX SDK, for D3D9 support
  73. * Optional: DirectX SDK prior to May 2006, for D3D8 support
  74. * Linux:
  75. * Needed: XServer with include files
  76. * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
  77. GLX +
  78. XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
  79. (X11 support libraries, the latter two for fullscreen mode)
  80. * OSX:
  81. * Needed: XCode and Cocoa framework
  82. * Needed: OpenGL headers and libraries
  83. ==========================================================================
  84. 4. Release Notes
  85. ==========================================================================
  86. Informations about changes in this new version of the engine can be
  87. found in changes.txt.
  88. Please note that the textures, 3D models and levels are copyright
  89. by their authors and not covered by the Irrlicht engine license.
  90. ==========================================================================
  91. 5. License
  92. ==========================================================================
  93. The license of the Irrlicht Engine is based on the zlib/libpng license.
  94. Even though this license does not require you to mention that you are
  95. using the Irrlicht Engine in your product, an acknowledgement
  96. would be highly appreciated.
  97. Please note that the Irrlicht Engine is based in part on the work of
  98. the Independent JPEG Group, the zlib, and libpng. This means that if you use
  99. the Irrlicht Engine in your product, you must acknowledge somewhere
  100. in your documentation that you've used the IJG code and libpng. It would
  101. also be nice to mention that you use the Irrlicht Engine and the zlib.
  102. See the README files in the jpeglib and the zlib for
  103. further informations.
  104. The Irrlicht Engine License
  105. ===========================
  106. Copyright (C) 2002-2012 Nikolaus Gebhardt
  107. This software is provided 'as-is', without any express or implied
  108. warranty. In no event will the authors be held liable for any damages
  109. arising from the use of this software.
  110. Permission is granted to anyone to use this software for any purpose,
  111. including commercial applications, and to alter it and redistribute it
  112. freely, subject to the following restrictions:
  113. 1. The origin of this software must not be misrepresented; you must not
  114. claim that you wrote the original software. If you use this software
  115. in a product, an acknowledgement in the product documentation would be
  116. appreciated but is not required.
  117. 2. Altered source versions must be clearly marked as such, and must not be
  118. misrepresented as being the original software.
  119. 3. This notice may not be removed or altered from any source distribution.
  120. ==========================================================================
  121. 6. Contact
  122. ==========================================================================
  123. If you have problems, questions or suggestions, please visit the
  124. official homepage of the Irrlicht Engine:
  125. http://irrlicht.sourceforge.net
  126. You will find forums, bugtrackers, patches, tutorials, and other stuff
  127. which will help you out.
  128. If want to contact the team of the engine, please send an email to
  129. Nikolaus Gebhardt:
  130. irrlicht@users.sourceforge.net
  131. Please also not that parts of the engine have been written or contributed
  132. by other people. Especially: (There are probably more people, sorry if I forgot one.
  133. See http://irrlicht.sourceforge.net/author.html for more informations)
  134. Christian Stehno (hybrid) Contribution Coordinator/Developer
  135. Gareth Davidson (bitplane) Developer/ Forum admin
  136. Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
  137. Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
  138. Colin MacDonald (rogerborg) All hands person
  139. Michael Zeilfelder (cutealien) GUI and patch expert
  140. Ahmed Hilali (blindside) The shader and advanced effects man
  141. Dean Wadsworth (varmint) OSX port maintainer and game developer
  142. Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
  143. John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
  144. Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
  145. Etienne Petitjean wrote the MacPort of the engine
  146. Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
  147. Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
  148. Andy Spurgeon Wrote the Dev-Cpp tutorial.
  149. André Simon Wrote the Codewarrior tutorial.
  150. KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
  151. Jon Pry Wrote the code to load compressed TGA files.
  152. Matthew Couch Wrote the tokamak integration tutorial.
  153. Max Winkel Wrote the splitscreen tutorial.
  154. Gorgon Zola Wrote the ODE integration tutorial.
  155. Dean P. Macri Sent in code for curved surfaces and PCX Loading.
  156. Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
  157. Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
  158. Mario Gruber Suggested triangle fan drawing and sent in code for this.
  159. Ariaci Spotted out a bug in the ATI driver.
  160. Dr Andros C Bragianos Improved texture mapping in cube scene node.
  161. Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
  162. Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
  163. Vash TheStampede Sent code for missing Draw2DLine() implementations
  164. MattyBoy XBOX support suggestions
  165. Oliver Klems createImageFromData() method suggestion/implementation
  166. Jox really, really a lot of bug fixes, and the LMTS file loader
  167. Zola Quaternion method additions
  168. Tomasz Nowakowski various bug fixes
  169. Nicholas Bray stencil shadow bug fixes with OpenGL
  170. REAPER mouswheel events for scrollbar
  171. Calimero various bug fixes like vector2d operators
  172. Haddock bugfix in the linked list
  173. G.o.D XML parser fix
  174. Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
  175. Martin Piskernig Linux bugfixing and testing
  176. Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
  177. Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
  178. Murphy McCauley OCT file loader, MIM tools
  179. Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
  180. Zhuck Dimitry My3D Tools
  181. Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
  182. rt Wrote the original .png loader for Irrlicht
  183. Salvatore Russo Wrote the original .dmf loader for Irrlicht
  184. Vox Various bug reports and fixes
  185. atomice Contributed code for a ms3d loader enhancement
  186. William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
  187. Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
  188. Michael Zoech Improved GLSL support
  189. Greg Roelofs Created the zlib and libpng
  190. Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
  191. The Independent JPEG Group Created JPEG lib