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2The Irrlicht Engine SDK version 1.9
5  Welcome the Irrlicht Engine SDK.
7  Content of this file:
9  1. Directory Structure Overview
10  2. How To Start
11  3. Requirements
12  4. Release Notes
13  5. License
14  6. Contact
181. Directory Structure Overview
21  You will find some directories after uncompressing the archive of the
22  SDK. These are:
24  \bin         The compiled library Irrlicht.DLL and some compiled demo
25               and example applications, just start them to see the
26               Irrlicht Engine in action. Windows only.
27  \doc         Documentation of the Irrlicht Engine.
28  \examples    Examples and tutorials showing how to use the engine with
29               C++.
30  \include     Header files to include when programming with the engine.
31  \lib         Libs to link with your programs when using the engine.
32  \media       Graphics and sound resources for the demo applications and
33               examples.
34  \source      The source code of the Irrlicht Engine. This code is
35               not needed to develop applications with the engine,
36               but it is included to enable recompilation and
37               debugging, if necessary.
38  \tools       Useful tools (with sourcecode) for the engine.
432. How to start
46  To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
47  directory, and start some applications. There should also be an
48  application named Demo.exe which should show the most
49  interesting features of Irrlicht.
51  To start developing own applications and games with the engine take
52  a look at the 01.HelloWorld example in the \examples directory.
53  There is also a .html file with a tutorial which should be
54  easily comprehensible.
56  The Irrlicht Engine is a static lib under linux. A precompiled version can be
57  generated from the sources using the Makefile in source/Irrlicht. Run 'make' in 
58  that subfolder. After this you should be able to 'make' all
59  example applications in /examples by calling the buildAllExamples script. You 
60  can run the examples then from the bin folder.
62  It is also possible to use Irrlicht as shared object
63  ( Use the proper makefile target for this by
64  running 'make sharedlib' in the source folder. See the Makefile for details.
66  For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
67  build the libIrrlicht.a library necessary to create the apps.
703. Requirements
73  You can use one of the following compilers/IDEs to develop applications
74  with Irrlicht or recompile the engine. However, other compilers/IDEs may
75  work as well, we simply didn't test them.
77  * gcc 4.x
78  * Visual Studio 2008(9.0)-2012(11.0)
79  * Code::Blocks (& gcc or visual studio toolkit)
81  If you ever want to (re)compile the engine yourself (which means you don't
82  want to use the precompiled version) you need the following:
84  * Windows:
85	* Needed: PlatformSDK (which usually comes with all IDEs, download
86			it separately for MSVC Express 2005)
87	* Optional: DirectX SDK, for D3D9 support
88	* Optional: DirectX SDK prior to May 2006, for D3D8 support
90  * Linux:
91	* Needed: XServer with include files
92	* Optional: OpenGL headers and libraries ( for OpenGL support
93		GLX +
94		XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
95		(X11 support libraries, the latter two for fullscreen mode)
97  * OSX:
98	* Needed: XCode and Cocoa framework
99	* Needed: OpenGL headers and libraries
1024. Release Notes
105  Informations about changes in this new version of the engine can be
106  found in changes.txt.
108  Please note that the textures, 3D models and levels are copyright
109  by their authors and not covered by the Irrlicht engine license.
1125. License
115  The license of the Irrlicht Engine is based on the zlib/libpng license.
116  Even though this license does not require you to mention that you are
117  using the Irrlicht Engine in your product, an acknowledgement
118  would be highly appreciated.
120  Please note that the Irrlicht Engine is based in part on the work of
121  the Independent JPEG Group, the zlib, and libpng. This means that if you use
122  the Irrlicht Engine in your product, you must acknowledge somewhere
123  in your documentation that you've used the IJG code and libpng. It would
124  also be nice to mention that you use the Irrlicht Engine and the zlib.
125  See the README files in the jpeglib and the zlib for
126  further informations.
129  The Irrlicht Engine License
130  ===========================
132  Copyright (C) 2002-2012 Nikolaus Gebhardt
134  This software is provided 'as-is', without any express or implied
135  warranty.  In no event will the authors be held liable for any damages
136  arising from the use of this software.
138  Permission is granted to anyone to use this software for any purpose,
139  including commercial applications, and to alter it and redistribute it
140  freely, subject to the following restrictions:
142  1. The origin of this software must not be misrepresented; you must not
143     claim that you wrote the original software. If you use this software
144     in a product, an acknowledgement in the product documentation would be
145     appreciated but is not required.
146  2. Altered source versions must be clearly marked as such, and must not be
147     misrepresented as being the original software.
148  3. This notice may not be removed or altered from any source distribution.
1526. Contact
155  If you have problems, questions or suggestions, please visit the
156  official homepage of the Irrlicht Engine:
160  You will find forums, bugtrackers, patches, tutorials, and other stuff
161  which will help you out.
163  If want to contact the team of the engine, please send an email to
164  Nikolaus Gebhardt:
168  Please also not that parts of the engine have been written or contributed
169  by other people. Especially: (There are probably more people, sorry if I forgot one.
170  See for more informations)
172  Christian Stehno (hybrid)   Contribution Coordinator/Developer
173  Michael Zeilfelder (cutealien) GUI Developer
174  Patryk Nadrowski (Nadro)    Developer  
175  Yoran Bosman (Yoran)        Webserver administrator
176  Gareth Davidson (bitplane)  Developer/ Forum admin
177  Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
178  Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things
179  Colin MacDonald (rogerborg) All hands person
180  Ahmed Hilali (blindside)    The shader and advanced effects man
181  Dean Wadsworth (varmint)    OSX port maintainer and game developer
182  Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin
183  John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff
184  Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.
186  Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
187  Etienne Petitjean wrote the MacPort of the engine
188  Mark Jeacocke	Wrote lots of helpful comments and ideas in the forums and per email.
189  Julio Gorg�	Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
190  Andy Spurgeon	Wrote the Dev-Cpp tutorial.
191  Andr� Simon	Wrote the Codewarrior tutorial.
192  KnightToFlight	Created the unoffical terrain renderer addon for the Irrlicht Engine.
193  Jon Pry	Wrote the code to load compressed TGA files.
194  Matthew Couch	Wrote the tokamak integration tutorial.
195  Max Winkel	Wrote the splitscreen tutorial.
196  Gorgon Zola	Wrote the ODE integration tutorial.
197  Dean P. Macri	Sent in code for curved surfaces and PCX Loading.
198  Sirshane	Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
199  Matthias Gall	Sent in code for a spline scene node animator and reported lots of bugs.
200  Mario Gruber	Suggested triangle fan drawing and sent in code for this.
201  Ariaci	Spotted out a bug in the ATI driver.
202  Dr Andros C Bragianos	Improved texture mapping in cube scene node.
203  Philipp Dortmann	Sent in code for stencil buffer support for OpenGL.
204  Jerome Nichols	Created the Irrlicht/Ruby interface located at
205  Vash TheStampede	Sent code for missing Draw2DLine() implementations
206  MattyBoy	XBOX support suggestions
207  Oliver Klems	createImageFromData() method suggestion/implementation
208  Jox	really, really a lot of bug fixes, and the LMTS file loader
209  Zola	Quaternion method additions
210  Tomasz Nowakowski	various bug fixes
211  Nicholas Bray	stencil shadow bug fixes with OpenGL
212  REAPER	mouswheel events for scrollbar
213  Calimero	various bug fixes like vector2d operators
214  Haddock	bugfix in the linked list
215  G.o.D	XML parser fix
216  Erik Zilli	Translated some of the tutorials from my stuttering english into real english. :)
217  Martin Piskernig	Linux bugfixing and testing
218  Soconne	Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
219  Spintz	GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
220  Murphy McCauley	OCT file loader, MIM tools
221  Saurav Mohapatra	IrrCSM, and lots of addons, suggestions and bug reports
222  Zhuck Dimitry	My3D Tools
223  Terry Welsh	Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
224  rt	Wrote the original .png loader for Irrlicht
225  Salvatore Russo	Wrote the original .dmf loader for Irrlicht
226  Vox	Various bug reports and fixes
227  atomice	Contributed code for a ms3d loader enhancement
228  William Finlayson	OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
229  Delight	Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
230  Michael Zoech	Improved GLSL support
231  Jean-loup Gailly, Mark Adler	Created the zlib and libpng
232  Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others	Created libpng
233  The Independent JPEG Group	Created JPEG lib
234  Dr Brian Gladman AES Created aesGladman