urho3d game engine

Lasse Öörni 76144c8c4b Fixed plural in array variable names. преди 14 години
Bin 2da8d4ae47 Renamed Matrix4x3 to Matrix3x4. преди 14 години
Docs 3ca3f84df9 Refactored shader loading. A binary format is now used instead of XML data. преди 14 години
Engine 76144c8c4b Fixed plural in array variable names. преди 14 години
SourceAssets 118ed95315 Multithreaded the shader compilation using all available CPU cores. преди 14 години
ThirdParty 2025789fa9 Fixed search & replace. преди 14 години
Tools f899c2f7ca Fixed bugs in Map. преди 14 години
Urho3D 674ffb38a3 Added try-catch for out of memory error. преди 14 години
CMakeLists.txt 3ca3f84df9 Refactored shader loading. A binary format is now used instead of XML data. преди 14 години
Doxyfile 2a6c10874c Documentation structure and Getting Started-documentation. преди 14 години
License.txt bb39d663c9 Camera settings dialog expanded to be a general editor settings dialog. преди 14 години
Readme.txt 5f4b56103f Refactored ShaderCompiler to use D3DXCompileShader() instead of invoking fxc.exe. преди 14 години
cmake_gcc.bat 902dfd4a13 Re-commit for the new year. Let's aim for less wiki update spam this time! преди 15 години
cmake_vs2008.bat 902dfd4a13 Re-commit for the new year. Let's aim for less wiki update spam this time! преди 15 години
cmake_vs2010.bat 902dfd4a13 Re-commit for the new year. Let's aim for less wiki update spam this time! преди 15 години

Readme.txt

Urho3D - a Win32/Direct3D9 rendering and game engine
----------------------------------------------------

http://urho3d.googlecode.com

Licensed under the MIT license, see License.txt for details.


Credits
-------

Urho3D engine & example code by Lasse ��rni ([email protected])

Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
(http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by Jukka Jyl�nki (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 M�ller & 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 2.21.0 WIP (http://www.angelcode.com/angelscript/)
- ENet 1.3.1 (http://enet.bespin.org/)
- FreeType 2.3.12 (http://www.freetype.org/)
- Open Asset Import Library 2.0.863 (http://assimp.sourceforge.net/)
- Open Dynamics Engine, svn rev 1806 (http://www.ode.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/)
- TinyXML 2.6.1 (http://www.grinninglizard.com/tinyxml/)

Ninja model, BlueHighway font and smoke/flare/status bar textures are from OGRE.

Jack and mushroom models are from the realXtend project. (http://www.realxtend.org)

NinjaSnowWar sounds by Veli-Pekka T�til�.


Documentation
-------------

Urho3D classes have been sparsely documented using Doxygen notation. To
generate documentation into the "Docs" subdirectory, open the Doxyfile in the
root directory with doxywizard and click "Run doxygen" from the "Run" tab.
Get Doxygen from http://www.doxygen.org


Building
--------

Urho3D uses cmake (http://www.cmake.org) to build. The process has two steps:

1) Run cmake in the root directory with your preferred toolchain specified to
generate the build files. Visual Studio 2008/2010 and MinGW have been tested.
You can use the batch files provided (cmake_vs2008.bat, cmake_vs2010.bat and
cmake_gcc.bat.)

2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
For MinGW, execute make (by default, cmake_gcc.bat specifies to make a Release
build.)

The build process will also compile models and shaders from the Source_Asset
directory into Bin/Data/Models & Bin/Data/Shaders. Shader compilation requires
the D3DX library from the DirectX runtime or SDK to be available. The debug
executables of the tools will not have the _d postfix, to allow the asset build
scripts to work in both debug & release builds.

After the build is complete, the programs can be run from the Bin directory.

To run Urho3D from the Visual Studio debugger, set it as a startup project and
enter its relative path and filename into Properties -> Debugging -> Command:
..\Bin\Urho3D.exe or ..\Bin\Urho3D_d.exe. Additionally, entering -w into
Debugging -> Command Arguments is highly recommended. This enables startup in
windowed mode: without it running into an exception or breakpoint will be
obnoxious as the mouse cursor will most probably be hidden.

To actually make Urho3D.exe do something useful, it must be supplied with the
name of the script file it should load and run. You can try for example the
following arguments: Scripts/TestScene.as -w

Note: some SM2.0 shaders in Urho3D reach exactly the arithmetic instruction
count limit. Some versions of the HLSL compiler may fail to compile them. At
least the February 2010 SDK is known to work.