Files

==========================================================================

The Irrlicht Engine SDK version 1.8

==========================================================================



  Welcome the Irrlicht Engine SDK.



  Content of this file:



  1. Directory Structure Overview

  2. How To Start

  3. Requirements

  4. Release Notes

  5. License

  6. Contact





==========================================================================

1. Directory Structure Overview

==========================================================================



  You will find some directories after uncompressing the archive of the

  SDK. These are:



  \bin         The compiled library Irrlicht.DLL and some compiled demo

               and example applications, just start them to see the

               Irrlicht Engine in action. Windows only.

  \doc         Documentation of the Irrlicht Engine.

  \examples    Examples and tutorials showing how to use the engine with

               C++.

  \include     Header files to include when programming with the engine.

  \lib         Libs to link with your programs when using the engine.

  \media       Graphics and sound resources for the demo applications and

               examples.

  \source      The source code of the Irrlicht Engine. This code is

               not needed to develop applications with the engine,

               but it is included to enable recompilation and

               debugging, if necessary.

  \tools       Useful tools (with sourcecode) for the engine.







==========================================================================

2. How to start

==========================================================================



  To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio

  directory, and start some applications. There should also be an

  application named Demo.exe which should show the most

  interesting features of Irrlicht.



  To start developing own applications and games with the engine take

  a look at the 01.HelloWorld example in the \examples directory.

  There is also a .html file with a tutorial which should be

  easily comprehensible.



  The Irrlicht Engine is a static lib under linux. A precompiled version can be

  generated from the sources using the Makefile in source/Irrlicht. Unzip the

  file source.zip in the /source directory. Run 'make' in the newly created

  subfolder source/Irrlicht. After this you should be able to 'make' all

  example applications in /examples. You can run the examples directly from the

  directory they are created in.



  It is also possible to use Irrlicht as shared object

  (libIrrlicht.so.versionNumber). Use the proper makefile target for this by

  running 'make sharedlib' in the source folder. See the Makefile for details.



  For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will

  build the libIrrlicht.a library necessary to create the apps.



==========================================================================

3. Requirements

==========================================================================



  You can use one of the following compilers/IDEs to develop applications

  with Irrlicht or recompile the engine. However, other compilers/IDEs may

  work as well, we simply didn't test them.



  * gcc 3.3

  * gcc 3.4

  * gcc 4.x

  * Visual Studio.NET 2003 (7.1)

  * Visual Studio 2005(8.0)-2010(10.0)

  * Code::Blocks 1.0 (& gcc or visual studio toolkit)

  * DevC++ 5.0 & gcc (project files included, please use Code::Blocks instead)



  If you ever want to (re)compile the engine yourself (which means you don't

  want to use the precompiled version) you need the following:



  * Windows:

	* Needed: PlatformSDK (which usually comes with all IDEs, download

			it separately for MSVC Express 2005)

	* Optional: DirectX SDK, for D3D9 support

	* Optional: DirectX SDK prior to May 2006, for D3D8 support



  * Linux:

	* Needed: XServer with include files

	* Optional: OpenGL headers and libraries (libGL.so) for OpenGL support

		GLX +

		XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr

		(X11 support libraries, the latter two for fullscreen mode)



  * OSX:

	* Needed: XCode and Cocoa framework

	* Needed: OpenGL headers and libraries



==========================================================================

4. Release Notes

==========================================================================



  Informations about changes in this new version of the engine can be

  found in changes.txt.



  Please note that the textures, 3D models and levels are copyright

  by their authors and not covered by the Irrlicht engine license.



==========================================================================

5. License

==========================================================================



  The license of the Irrlicht Engine is based on the zlib/libpng license.

  Even though this license does not require you to mention that you are

  using the Irrlicht Engine in your product, an acknowledgement

  would be highly appreciated.



  Please note that the Irrlicht Engine is based in part on the work of

  the Independent JPEG Group, the zlib, and libpng. This means that if you use

  the Irrlicht Engine in your product, you must acknowledge somewhere

  in your documentation that you've used the IJG code and libpng. It would

  also be nice to mention that you use the Irrlicht Engine and the zlib.

  See the README files in the jpeglib and the zlib for

  further informations.





  The Irrlicht Engine License

  ===========================



  Copyright (C) 2002-2012 Nikolaus Gebhardt



  This software is provided 'as-is', without any express or implied

  warranty.  In no event will the authors be held liable for any damages

  arising from the use of this software.



  Permission is granted to anyone to use this software for any purpose,

  including commercial applications, and to alter it and redistribute it

  freely, subject to the following restrictions:



  1. The origin of this software must not be misrepresented; you must not

     claim that you wrote the original software. If you use this software

     in a product, an acknowledgement in the product documentation would be

     appreciated but is not required.

  2. Altered source versions must be clearly marked as such, and must not be

     misrepresented as being the original software.

  3. This notice may not be removed or altered from any source distribution.





==========================================================================

6. Contact

==========================================================================



  If you have problems, questions or suggestions, please visit the

  official homepage of the Irrlicht Engine:



  http://irrlicht.sourceforge.net



  You will find forums, bugtrackers, patches, tutorials, and other stuff

  which will help you out.



  If want to contact the team of the engine, please send an email to

  Nikolaus Gebhardt:



  irrlicht@users.sourceforge.net



  Please also not that parts of the engine have been written or contributed

  by other people. Especially: (There are probably more people, sorry if I forgot one.

  See http://irrlicht.sourceforge.net/author.html for more informations)



  Christian Stehno (hybrid)   Contribution Coordinator/Developer

  Gareth Davidson (bitplane)  Developer/ Forum admin

  Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer

  Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things

  Colin MacDonald (rogerborg) All hands person

  Michael Zeilfelder (cutealien) GUI and patch expert

  Ahmed Hilali (blindside)    The shader and advanced effects man

  Dean Wadsworth (varmint)    OSX port maintainer and game developer

  Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin

  John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff

  Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.



  Etienne Petitjean wrote the MacPort of the engine

  Mark Jeacocke	Wrote lots of helpful comments and ideas in the forums and per email.

  Julio Gorgé	Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'

  Andy Spurgeon	Wrote the Dev-Cpp tutorial.

  André Simon	Wrote the Codewarrior tutorial.

  KnightToFlight	Created the unoffical terrain renderer addon for the Irrlicht Engine.

  Jon Pry	Wrote the code to load compressed TGA files.

  Matthew Couch	Wrote the tokamak integration tutorial.

  Max Winkel	Wrote the splitscreen tutorial.

  Gorgon Zola	Wrote the ODE integration tutorial.

  Dean P. Macri	Sent in code for curved surfaces and PCX Loading.

  Sirshane	Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.

  Matthias Gall	Sent in code for a spline scene node animator and reported lots of bugs.

  Mario Gruber	Suggested triangle fan drawing and sent in code for this.

  Ariaci	Spotted out a bug in the ATI driver.

  Dr Andros C Bragianos	Improved texture mapping in cube scene node.

  Philipp Dortmann	Sent in code for stencil buffer support for OpenGL.

  Jerome Nichols	Created the Irrlicht/Ruby interface located at irr.rubyforge.org

  Vash TheStampede	Sent code for missing Draw2DLine() implementations

  MattyBoy	XBOX support suggestions

  Oliver Klems	createImageFromData() method suggestion/implementation

  Jox	really, really a lot of bug fixes, and the LMTS file loader

  Zola	Quaternion method additions

  Tomasz Nowakowski	various bug fixes

  Nicholas Bray	stencil shadow bug fixes with OpenGL

  REAPER	mouswheel events for scrollbar

  Calimero	various bug fixes like vector2d operators

  Haddock	bugfix in the linked list

  G.o.D	XML parser fix

  Erik Zilli	Translated some of the tutorials from my stuttering english into real english. :)

  Martin Piskernig	Linux bugfixing and testing

  Soconne	Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.

  Spintz	GeoMipMap scene node, terrain renderer of Irrlicht is based on it.

  Murphy McCauley	OCT file loader, MIM tools

  Saurav Mohapatra	IrrCSM, and lots of addons, suggestions and bug reports

  Zhuck Dimitry	My3D Tools

  Terry Welsh	Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht

  rt	Wrote the original .png loader for Irrlicht

  Salvatore Russo	Wrote the original .dmf loader for Irrlicht

  Vox	Various bug reports and fixes

  atomice	Contributed code for a ms3d loader enhancement

  William Finlayson	OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.

  Delight	Various code contributions for Irrlicht.NET (particle system, basic shader support and more)

  Michael Zoech	Improved GLSL support

  Greg Roelofs	Created the zlib and libpng

  Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others	Created libpng

  The Independent JPEG Group	Created JPEG lib