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- ==========================================================================
- The Irrlicht Engine SDK version 1.8
- ==========================================================================
- Welcome the Irrlicht Engine SDK.
- Content of this file:
- 1. Directory Structure Overview
- 2. How To Start
- 3. Requirements
- 4. Release Notes
- 5. License
- 6. Contact
- ==========================================================================
- 1. Directory Structure Overview
- ==========================================================================
- You will find some directories after uncompressing the archive of the
- SDK. These are:
- \bin The compiled library Irrlicht.DLL and some compiled demo
- and example applications, just start them to see the
- Irrlicht Engine in action. Windows only.
- \doc Documentation of the Irrlicht Engine.
- \examples Examples and tutorials showing how to use the engine with
- C++.
- \include Header files to include when programming with the engine.
- \lib Libs to link with your programs when using the engine.
- \media Graphics and sound resources for the demo applications and
- examples.
- \source The source code of the Irrlicht Engine. This code is
- not needed to develop applications with the engine,
- but it is included to enable recompilation and
- debugging, if necessary.
- \tools Useful tools (with sourcecode) for the engine.
- ==========================================================================
- 2. How to start
- ==========================================================================
- To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
- directory, and start some applications. There should also be an
- application named Demo.exe which should show the most
- interesting features of Irrlicht.
- To start developing own applications and games with the engine take
- a look at the 01.HelloWorld example in the \examples directory.
- There is also a .html file with a tutorial which should be
- easily comprehensible.
- The Irrlicht Engine is a static lib under linux. A precompiled version can be
- generated from the sources using the Makefile in source/Irrlicht. Unzip the
- file source.zip in the /source directory. Run 'make' in the newly created
- subfolder source/Irrlicht. After this you should be able to 'make' all
- example applications in /examples. You can run the examples directly from the
- directory they are created in.
- It is also possible to use Irrlicht as shared object
- (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
- running 'make sharedlib' in the source folder. See the Makefile for details.
- For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
- build the libIrrlicht.a library necessary to create the apps.
- ==========================================================================
- 3. Requirements
- ==========================================================================
- You can use one of the following compilers/IDEs to develop applications
- with Irrlicht or recompile the engine. However, other compilers/IDEs may
- work as well, we simply didn't test them.
- * gcc 3.3
- * gcc 3.4
- * gcc 4.x
- * Visual Studio.NET 2003 (7.1)
- * Visual Studio 2005(8.0)-2010(10.0)
- * Code::Blocks 1.0 (& gcc or visual studio toolkit)
- * DevC++ 5.0 & gcc (project files included, please use Code::Blocks instead)
- If you ever want to (re)compile the engine yourself (which means you don't
- want to use the precompiled version) you need the following:
- * Windows:
- * Needed: PlatformSDK (which usually comes with all IDEs, download
- it separately for MSVC Express 2005)
- * Optional: DirectX SDK, for D3D9 support
- * Optional: DirectX SDK prior to May 2006, for D3D8 support
- * Linux:
- * Needed: XServer with include files
- * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
- GLX +
- XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
- (X11 support libraries, the latter two for fullscreen mode)
- * OSX:
- * Needed: XCode and Cocoa framework
- * Needed: OpenGL headers and libraries
- ==========================================================================
- 4. Release Notes
- ==========================================================================
- Informations about changes in this new version of the engine can be
- found in changes.txt.
- Please note that the textures, 3D models and levels are copyright
- by their authors and not covered by the Irrlicht engine license.
- ==========================================================================
- 5. License
- ==========================================================================
- The license of the Irrlicht Engine is based on the zlib/libpng license.
- Even though this license does not require you to mention that you are
- using the Irrlicht Engine in your product, an acknowledgement
- would be highly appreciated.
- Please note that the Irrlicht Engine is based in part on the work of
- the Independent JPEG Group, the zlib, and libpng. This means that if you use
- the Irrlicht Engine in your product, you must acknowledge somewhere
- in your documentation that you've used the IJG code and libpng. It would
- also be nice to mention that you use the Irrlicht Engine and the zlib.
- See the README files in the jpeglib and the zlib for
- further informations.
- The Irrlicht Engine License
- ===========================
- Copyright (C) 2002-2012 Nikolaus Gebhardt
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgement in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be clearly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- ==========================================================================
- 6. Contact
- ==========================================================================
- If you have problems, questions or suggestions, please visit the
- official homepage of the Irrlicht Engine:
- http://irrlicht.sourceforge.net
- You will find forums, bugtrackers, patches, tutorials, and other stuff
- which will help you out.
- If want to contact the team of the engine, please send an email to
- Nikolaus Gebhardt:
- irrlicht@users.sourceforge.net
- Please also not that parts of the engine have been written or contributed
- by other people. Especially: (There are probably more people, sorry if I forgot one.
- See http://irrlicht.sourceforge.net/author.html for more informations)
- Christian Stehno (hybrid) Contribution Coordinator/Developer
- Gareth Davidson (bitplane) Developer/ Forum admin
- Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
- Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
- Colin MacDonald (rogerborg) All hands person
- Michael Zeilfelder (cutealien) GUI and patch expert
- Ahmed Hilali (blindside) The shader and advanced effects man
- Dean Wadsworth (varmint) OSX port maintainer and game developer
- Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
- John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
- Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
- Etienne Petitjean wrote the MacPort of the engine
- Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
- Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
- Andy Spurgeon Wrote the Dev-Cpp tutorial.
- André Simon Wrote the Codewarrior tutorial.
- KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
- Jon Pry Wrote the code to load compressed TGA files.
- Matthew Couch Wrote the tokamak integration tutorial.
- Max Winkel Wrote the splitscreen tutorial.
- Gorgon Zola Wrote the ODE integration tutorial.
- Dean P. Macri Sent in code for curved surfaces and PCX Loading.
- Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
- Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
- Mario Gruber Suggested triangle fan drawing and sent in code for this.
- Ariaci Spotted out a bug in the ATI driver.
- Dr Andros C Bragianos Improved texture mapping in cube scene node.
- Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
- Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
- Vash TheStampede Sent code for missing Draw2DLine() implementations
- MattyBoy XBOX support suggestions
- Oliver Klems createImageFromData() method suggestion/implementation
- Jox really, really a lot of bug fixes, and the LMTS file loader
- Zola Quaternion method additions
- Tomasz Nowakowski various bug fixes
- Nicholas Bray stencil shadow bug fixes with OpenGL
- REAPER mouswheel events for scrollbar
- Calimero various bug fixes like vector2d operators
- Haddock bugfix in the linked list
- G.o.D XML parser fix
- Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
- Martin Piskernig Linux bugfixing and testing
- Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
- Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
- Murphy McCauley OCT file loader, MIM tools
- Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
- Zhuck Dimitry My3D Tools
- Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
- rt Wrote the original .png loader for Irrlicht
- Salvatore Russo Wrote the original .dmf loader for Irrlicht
- Vox Various bug reports and fixes
- atomice Contributed code for a ms3d loader enhancement
- William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
- Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
- Michael Zoech Improved GLSL support
- Greg Roelofs Created the zlib and libpng
- Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
- The Independent JPEG Group Created JPEG lib
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