mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-09 01:03:51 +01:00
36fc0bc8d2
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
239 lines
11 KiB
Plaintext
239 lines
11 KiB
Plaintext
==========================================================================
|
||
The Irrlicht Engine SDK version 1.9
|
||
==========================================================================
|
||
|
||
Welcome to 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. Run 'make' in
|
||
that subfolder. After this you should be able to 'make' all
|
||
example applications in /examples by calling the buildAllExamples script. You
|
||
can run the examples then from the bin folder.
|
||
|
||
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 4.x
|
||
* Visual Studio 2010(10.0)-2013(12.0)
|
||
* Code::Blocks (& gcc or visual studio toolkit)
|
||
|
||
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
|
||
==========================================================================
|
||
|
||
Information 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 information.
|
||
|
||
|
||
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 information)
|
||
|
||
Michael Zeilfelder (cutealien) Developer/Maintainer
|
||
Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
|
||
Yoran Bosman (Yoran) Webserver administrator
|
||
|
||
Former developers:
|
||
Nikolaus Gebhardt (niko) Founder
|
||
Christian Stehno (hybrid) Developer
|
||
Patryk Nadrowski (Nadro) Developer
|
||
Gareth Davidson (bitplane) Developer/ Forum admin
|
||
Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
|
||
Colin MacDonald (rogerborg) All hands person
|
||
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.
|
||
|
||
Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
|
||
Etienne Petitjean wrote the MacPort of the engine
|
||
Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
|
||
Julio Gorg<72> Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
|
||
Andy Spurgeon Wrote the Dev-Cpp tutorial.
|
||
Andr<64> 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
|
||
Jean-loup Gailly, Mark Adler Created the zlib and libpng
|
||
Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
|
||
The Independent JPEG Group Created JPEG lib
|
||
Dr Brian Gladman AES Created aesGladman
|
||
|