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- /**
- \mainpage Urho3D - cross-platform rendering and game engine
- Urho3D is a lightweight, cross-platform rendering and game engine implemented in C++ and released under the MIT license. It utilizes either Direct3D9 or OpenGL for rendering (%Shader %Model 2 or OpenGL 2.0 required as minimum.)
- For getting started, see:
- \ref Building "Building Urho3D" <br>
- \ref Running "Running Urho3D" <br>
- \ref Structure "Overall structure" <br>
- \ref Conventions "Conventions" <br>
- \ref ScriptQuickstart "Quickstart in script" <br>
- \ref CppQuickstart "Quickstart in C++" <br>
- \ref EditorInstructions "Editor instructions" <br>
- For further reference, see:
- \ref Containers "Container types" <br>
- \ref ObjectTypes "Object types and factories" <br>
- \ref Subsystems "Subsystems" <br>
- \ref Events "Events" <br>
- \ref MainLoop "Main loop and frame update" <br>
- \ref SceneModel "Scene model" <br>
- \ref Resources "Resources" <br>
- \ref Scripting "Scripting" <br>
- \ref Rendering "Rendering" <br>
- \ref Input "Input" <br>
- \ref Audio "Audio" <br>
- \ref Physics "Physics" <br>
- \ref UI "User interface" <br>
- \ref Serialization "Serialization" <br>
- \ref Network "Networking" <br>
- \ref Multithreading "Multithreading" <br>
- \ref Tools "Tools" <br>
- \ref FileFormats "Custom file formats" <br>
- \ref CodingConventions "Coding conventions" <br>
- \ref ScriptAPI "Scripting API (generated)" <br>
- For credits, copyright and licensing information, see \ref Credits & \ref License.
- For release history and major changes, see \ref History.
- \page Credits Credits
- Urho3D engine & example code by Lasse Öörni ([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 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 2.22.1 WIP (http://www.angelcode.com/angelscript/)
- - FreeType 2.3.12 (http://www.freetype.org/)
- - GLee 5.4 (http://elf-stone.com/)
- - GLFW 3.0 WIP (http://www.glfw.org/)
- - kNet (https://bitbucket.org/clb/knet)
- - libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
- - Open Asset Import Library, svn rev 1062 (http://assimp.sourceforge.net/)
- - Open Dynamics %Engine, svn rev 1846 (http://www.ode.org/)
- - PortAudio V19 (http://www.portaudio.com/)
- - 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/)
- Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
- Ninja model and smoke/flare/status bar textures from OGRE.
- BlueHighway font from Larabie Fonts.
- Anonymous Pro font by Mark Simonson.
- NinjaSnowWar sounds by Veli-Pekka Tätilä.
- \page License License
- Urho3D %Engine
- Copyright (c) 2008-2011 Lasse Öörni
- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- \page History History
- V1.0
- - Original release.
- V1.1
- - %Object and scene model refactoring.
- - Automatic serialization of scene objects via attributes.
- - Added OpenGL and cross-platform support.
- - Switched to kNet library for networking.
- V1.11
- - Bugfixes and performance optimizations.
- - Added GraphicsTest example from V1.0 (now called TestSceneOld.)
- - Added fallback mode, which is used if multiple render targets or hardware shadow maps are not available. '
- V1.12
- - Manipulator gizmo and multi-editing in the editor.
- - Switched to forward rendering exclusively, which is optimized to do more work in the vertex shader.
- - %Zone system refactoring. Objects check the zone they belong to for per-zone light masking, ambient light and fog settings.
- - Scripting API fixes and improvements.
- */
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