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==========================================================================
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The Irrlicht Engine SDK version 1.8
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==========================================================================
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Welcome the Irrlicht Engine SDK.
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1. Directory Structure Overview
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==========================================================================
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1. Directory Structure Overview
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==========================================================================
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You will find some directories after uncompressing the archive of the
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\bin The compiled library Irrlicht.DLL and some compiled demo
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and example applications, just start them to see the
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Irrlicht Engine in action. Windows only.
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\doc Documentation of the Irrlicht Engine.
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\examples Examples and tutorials showing how to use the engine with
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\include Header files to include when programming with the engine.
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\lib Libs to link with your programs when using the engine.
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\media Graphics and sound resources for the demo applications and
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\source The source code of the Irrlicht Engine. This code is
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not needed to develop applications with the engine,
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but it is included to enable recompilation and
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debugging, if necessary.
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\tools Useful tools (with sourcecode) for the engine.
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==========================================================================
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==========================================================================
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To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
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directory, and start some applications. There should also be an
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application named Demo.exe which should show the most
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interesting features of Irrlicht.
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To start developing own applications and games with the engine take
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a look at the 01.HelloWorld example in the \examples directory.
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There is also a .html file with a tutorial which should be
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easily comprehensible.
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The Irrlicht Engine is a static lib under linux. A precompiled version can be
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generated from the sources using the Makefile in source/Irrlicht. Unzip the
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file source.zip in the /source directory. Run 'make' in the newly created
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subfolder source/Irrlicht. After this you should be able to 'make' all
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example applications in /examples. You can run the examples directly from the
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directory they are created in.
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It is also possible to use Irrlicht as shared object
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(libIrrlicht.so.versionNumber). Use the proper makefile target for this by
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running 'make sharedlib' in the source folder. See the Makefile for details.
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For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
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build the libIrrlicht.a library necessary to create the apps.
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==========================================================================
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==========================================================================
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You can use one of the following compilers/IDEs to develop applications
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with Irrlicht or recompile the engine. However, other compilers/IDEs may
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work as well, we simply didn't test them.
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* Visual Studio.NET 2003 (7.1)
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* Visual Studio 2005(8.0)-2010(10.0)
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* Code::Blocks 1.0 (& gcc or visual studio toolkit)
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* DevC++ 5.0 & gcc (project files included, please use Code::Blocks instead)
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If you ever want to (re)compile the engine yourself (which means you don't
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want to use the precompiled version) you need the following:
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* Needed: PlatformSDK (which usually comes with all IDEs, download
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it separately for MSVC Express 2005)
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* Optional: DirectX SDK, for D3D9 support
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* Optional: DirectX SDK prior to May 2006, for D3D8 support
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* Needed: XServer with include files
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* Optional: OpenGL headers and libraries (libGL.so), for OpenGL support
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* GLX + XF86VidMode or XRandr extension (X11 support libraries,
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the latter two for fullscreen mode)
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* Needed: XCode and Cocoa framework
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* Needed: OpenGL headers and libraries
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==========================================================================
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==========================================================================
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Informations about changes in this new version of the engine can be
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found in changes.txt.
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Please note that the textures, 3D models and levels are copyright
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by their authors and not covered by the Irrlicht engine license.
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==========================================================================
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==========================================================================
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The license of the Irrlicht Engine is based on the zlib/libpng license.
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Even though this license does not require you to mention that you are
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using the Irrlicht Engine in your product, an acknowledgement
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would be highly appreciated.
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Please note that the Irrlicht Engine is based in part on the work of
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the Independent JPEG Group, the zlib, and libpng. This means that if you use
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the Irrlicht Engine in your product, you must acknowledge somewhere
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in your documentation that you've used the IJG code and libpng. It would
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also be nice to mention that you use the Irrlicht Engine and the zlib.
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See the README files in the jpeglib and the zlib for
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further informations.
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The Irrlicht Engine License
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===========================
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Copyright (C) 2002-2011 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgement in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be clearly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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==========================================================================
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==========================================================================
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If you have problems, questions or suggestions, please visit the
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official homepage of the Irrlicht Engine:
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http://irrlicht.sourceforge.net
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You will find forums, bugtrackers, patches, tutorials, and other stuff
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which will help you out.
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If want to contact the team of the engine, please send an email to
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irrlicht@users.sourceforge.net
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Please also not that parts of the engine have been written or contributed
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by other people. Especially: (There are probably more people, sorry if I forgot one.
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See http://irrlicht.sourceforge.net/author.html for more informations)
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Christian Stehno (hybrid) Contribution Coordinator/Developer
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Gareth Davidson (bitplane) Developer/ Forum admin
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Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
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Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
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Colin MacDonald (rogerborg) All hands person
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Michael Zeilfelder (cutealien) GUI and patch expert
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Ahmed Hilali (blindside) The shader and advanced effects man
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Dean Wadsworth (varmint) OSX port maintainer and game developer
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Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
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John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
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Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
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Etienne Petitjean wrote the MacPort of the engine
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Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
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Julio Gorg� Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
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Andy Spurgeon Wrote the Dev-Cpp tutorial.
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Andr� Simon Wrote the Codewarrior tutorial.
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KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
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Jon Pry Wrote the code to load compressed TGA files.
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Matthew Couch Wrote the tokamak integration tutorial.
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Max Winkel Wrote the splitscreen tutorial.
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Gorgon Zola Wrote the ODE integration tutorial.
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Dean P. Macri Sent in code for curved surfaces and PCX Loading.
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Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
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Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
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Mario Gruber Suggested triangle fan drawing and sent in code for this.
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Ariaci Spotted out a bug in the ATI driver.
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Dr Andros C Bragianos Improved texture mapping in cube scene node.
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Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
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Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
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Vash TheStampede Sent code for missing Draw2DLine() implementations
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MattyBoy XBOX support suggestions
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Oliver Klems createImageFromData() method suggestion/implementation
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Jox really, really a lot of bug fixes, and the LMTS file loader
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Zola Quaternion method additions
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Tomasz Nowakowski various bug fixes
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Nicholas Bray stencil shadow bug fixes with OpenGL
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REAPER mouswheel events for scrollbar
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Calimero various bug fixes like vector2d operators
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Haddock bugfix in the linked list
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Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
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Martin Piskernig Linux bugfixing and testing
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Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
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Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
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Murphy McCauley OCT file loader, MIM tools
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Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
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Zhuck Dimitry My3D Tools
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Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
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rt Wrote the original .png loader for Irrlicht
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Salvatore Russo Wrote the original .dmf loader for Irrlicht
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Vox Various bug reports and fixes
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atomice Contributed code for a ms3d loader enhancement
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William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
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Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
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Michael Zoech Improved GLSL support
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Greg Roelofs Created the zlib and libpng
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Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
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The Independent JPEG Group Created JPEG lib