Credits.txt 3.7 KB

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  1. Atomic Runtime
  2. --------------
  3. Licensed under the MIT license, see License.txt for details.
  4. The Atomic Runtime was forked by THUNDERBEAST GAMES LLC in November 2014 from the Urho3D project.
  5. Urho3D - Website & Credits
  6. --------------------------
  7. Website:
  8. http://urho3d.github.io/
  9. Credits:
  10. Urho3D development, contributions and bugfixes by:
  11. - Lasse Öörni ([email protected], AgentC at GameDev.net)
  12. - Wei Tjong Yao
  13. - Aster Jian
  14. - Colin Barrett
  15. - Erik Beran
  16. - Danny Boisvert
  17. - Carlo Carollo
  18. - Pete Chown
  19. - Sebastian Delatorre (primitivewaste)
  20. - Josh Engebretson
  21. - Chris Friesen
  22. - Alex Fuller
  23. - Mika Heinonen
  24. - Graham King
  25. - Jason Kinzer
  26. - Gunnar Kriik
  27. - Ali Kämäräinen
  28. - Pete Leigh
  29. - Jonne Nauha
  30. - Paul Noome
  31. - David Palacios
  32. - Alex Parlett
  33. - Jordan Patterson
  34. - Vladimir Pobedinsky
  35. - Nick Royer
  36. - Miika Santala
  37. - Joshua Tippetts
  38. - Daniel Wiberg
  39. - Steven Zhang
  40. - AGreatFish
  41. - Enhex
  42. - Firegorilla
  43. - Magic.Lixin
  44. - Mike3D
  45. - OvermindDL1
  46. - andmar1x
  47. - amadeus_osa
  48. - atship
  49. - att
  50. - celeron55
  51. - hdunderscore
  52. - mightyCelu
  53. - nemerle
  54. - ninjastone
  55. - rasteron
  56. - reattiva
  57. - rifai
  58. - skaiware
  59. - szamq
  60. - thebluefish
  61. Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
  62. (http://www.horde3d.org). Additional inspiration & research used:
  63. - Rectangle packing by Jukka Jylänki (clb)
  64. http://clb.demon.fi/projects/rectangle-bin-packing
  65. - Tangent generation from Terathon
  66. http://www.terathon.com/code/tangent.html
  67. - Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
  68. http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
  69. - Linear-Speed Vertex Cache Optimisation by Tom Forsyth
  70. http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
  71. - Software rasterization of triangles based on Chris Hecker's
  72. Perspective Texture Mapping series in the Game Developer magazine
  73. http://chrishecker.com/Miscellaneous_Technical_Articles
  74. - Networked Physics by Glenn Fiedler
  75. http://gafferongames.com/game-physics/networked-physics/
  76. - Euler Angle Formulas by David Eberly
  77. http://www.geometrictools.com/Documentation/EulerAngles.pdf
  78. - Red Black Trees by Julienne Walker
  79. http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
  80. - Comparison of several sorting algorithms by Juha Nieminen
  81. http://warp.povusers.org/SortComparison/
  82. Urho3D uses the following third-party libraries:
  83. - AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
  84. - Box2D 2.3.0 (http://box2d.org/)
  85. - Bullet 2.82 (http://www.bulletphysics.org/)
  86. - Civetweb (http://sourceforge.net/projects/civetweb/)
  87. - FreeType 2.5.0 (http://www.freetype.org/)
  88. - GLEW 1.9.0 (http://glew.sourceforge.net/)
  89. - jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
  90. - kNet (https://github.com/juj/kNet)
  91. - libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
  92. - Lua 5.1 (http://www.lua.org)
  93. - LuaJIT 2.0.3 (http://www.luajit.org)
  94. - LZ4 (http://code.google.com/p/lz4/)
  95. - MojoShader (http://icculus.org/mojoshader/)
  96. - Open Asset Import Library (http://assimp.sourceforge.net/)
  97. - pugixml 1.0 (http://pugixml.org/)
  98. - rapidjson 0.11 (https://code.google.com/p/rapidjson/)
  99. - Recast/Detour (https://github.com/memononen/recastnavigation/)
  100. - SDL 2.0.3 (http://www.libsdl.org/)
  101. - StanHull (http://codesuppository.blogspot.com/2006/03/
  102. john-ratcliffs-code-suppository-blog.html)
  103. - stb_image 1.29 (http://nothings.org/)
  104. - stb_vorbis 0.99996 (http://nothings.org/)
  105. - tolua++ 1.0.93 (http://www.codenix.com/~tolua)
  106. DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
  107. Engine.
  108. Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
  109. Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
  110. BlueHighway font from Larabie Fonts.
  111. Anonymous Pro font by Mark Simonson.
  112. NinjaSnowWar sounds by Veli-Pekka Tätilä.