## Atomic Game Engine
------------------

Please see [LICENSE.md](https://github.com/AtomicGameEngine/AtomicGameEngine/blob/master/LICENSE.md) for the **Atomic Game Engine Source Code EULA**

Credits:

Josh Engebretson (Technical Director, THUNDERBEAST GAMES LLC)

#### Urho3D - Website & Credits
--------------------------

The Atomic Game Engine started as a fork of the Urho3D project in November 2014

Website:

http://urho3d.github.io/

Credits:

Urho3D development, contributions and bugfixes by:
- Lasse Öörni (loorni@gmail.com, AgentC at GameDev.net)
- Wei Tjong Yao
- Aster Jian
- Colin Barrett
- Erik Beran
- Danny Boisvert
- Carlo Carollo
- Pete Chown
- Sebastian Delatorre (primitivewaste)
- Josh Engebretson
- Chris Friesen
- Alex Fuller
- Mika Heinonen
- Graham King
- Jason Kinzer
- Gunnar Kriik
- Ali Kämäräinen
- Pete Leigh
- Jonne Nauha
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Vladimir Pobedinsky
- Nick Royer
- Miika Santala
- Joshua Tippetts
- Daniel Wiberg
- Steven Zhang
- AGreatFish
- Enhex
- Firegorilla
- Magic.Lixin
- Mike3D
- OvermindDL1
- andmar1x
- amadeus_osa
- atship
- att
- celeron55
- hdunderscore
- mightyCelu
- nemerle
- ninjastone
- rasteron
- reattiva
- rifai
- skaiware
- szamq
- thebluefish

Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
(http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by Jukka Jylänki (clb)
  http://clb.demon.fi/projects/rectangle-bin-packing
- Tangent generation from Terathon
  http://www.terathon.com/code/tangent.html
- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on Chris Hecker's
  Perspective Texture Mapping series in the Game Developer magazine
  http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by Glenn Fiedler
  http://gafferongames.com/game-physics/networked-physics/
- Euler Angle Formulas by David Eberly
  http://www.geometrictools.com/Documentation/EulerAngles.pdf
- Red Black Trees by Julienne Walker
  http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
- Comparison of several sorting algorithms by Juha Nieminen
  http://warp.povusers.org/SortComparison/

Urho3D uses the following third-party libraries:
- AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
- Box2D 2.3.0 (http://box2d.org/)
- Bullet 2.82 (http://www.bulletphysics.org/)
- Civetweb (http://sourceforge.net/projects/civetweb/)
- FreeType 2.5.0 (http://www.freetype.org/)
- GLEW 1.9.0 (http://glew.sourceforge.net/)
- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
- kNet (https://github.com/juj/kNet)
- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
- Lua 5.1 (http://www.lua.org)
- LuaJIT 2.0.3 (http://www.luajit.org)
- LZ4 (http://code.google.com/p/lz4/)
- MojoShader (http://icculus.org/mojoshader/)
- Open Asset Import Library (http://assimp.sourceforge.net/)
- pugixml 1.0 (http://pugixml.org/)
- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
- Recast/Detour (https://github.com/memononen/recastnavigation/)
- SDL 2.0.3 (http://www.libsdl.org/)
- StanHull (http://codesuppository.blogspot.com/2006/03/
  john-ratcliffs-code-suppository-blog.html)
- stb_image 1.29 (http://nothings.org/)
- stb_vorbis 0.99996 (http://nothings.org/)
- tolua++ 1.0.93 (http://www.codenix.com/~tolua)

DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
Engine.
Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
BlueHighway font from Larabie Fonts.
Anonymous Pro font by Mark Simonson.
NinjaSnowWar sounds by Veli-Pekka Tätilä.