## 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.