93 lines
3.6 KiB
Plaintext
93 lines
3.6 KiB
Plaintext
Urho3D - a Win32/Direct3D9 rendering and game engine
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http://urho3d.googlecode.com
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Licensed under the MIT license, see License.txt for details.
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Credits
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-------
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Urho3D engine & example code by Lasse Öörni (loorni@gmail.com)
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Additional MOD/XM playback code by Olli Niemitalo
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Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
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(http://www.horde3d.org). Additional inspiration & research used:
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- Rectangle packing by Jukka Jylänki (clb)
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http://clb.demon.fi/projects/rectangle-bin-packing
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- Tangent generation from Terathon
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http://www.terathon.com/code/tangent.html
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- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
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http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
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- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
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http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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- Software rasterization of triangles based on Chris Hecker's
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Perspective Texture Mapping series in the Game Developer magazine
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http://chrishecker.com/Miscellaneous_Technical_Articles
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- Networked Physics by Glenn Fiedler
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http://gafferongames.com/game-physics/networked-physics/
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Urho3D uses the following third-party libraries:
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- AngelScript (2.20.0)
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- ENet (1.3.0)
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- Open Asset Import Library (2.0.863)
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- Open Dynamics Engine (svn rev 1770)
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- StanHull
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- stb_image (1.29)
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- stb_truetype (0.3)
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- stb_vorbis (0.99996)
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- TinyXML (2.6.1)
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See ThirdParty/<libraryname> for third-party license information where
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available.
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Ninja model, BlueHighway font and smoke/flare/status bar textures are from OGRE.
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Jack and mushroom models are from the realXtend project. (http://www.realxtend.org)
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NinjaSnowWar sounds by Veli-Pekka Tätilä.
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Documentation
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-------------
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For documentation, see the Urho3D wiki:
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http://code.google.com/p/urho3d/wiki/Urho3D
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Urho3D classes have also been sparsely documented using Doxygen notation. To
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generate documentation into the "Docs" subdirectory, open the Doxyfile in the
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root directory with doxywizard and click "Run doxygen" from the "Run" tab.
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Get Doxygen from http://www.doxygen.org
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Building
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--------
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Urho3D uses cmake (http://www.cmake.org) to build. The process has two steps:
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1) Run cmake in the root directory with your preferred toolchain specified to
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generate the build files. Visual Studio 2008/2010 and MinGW have been tested.
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You can use the batch files provided (cmake_vs2008.bat, cmake_vs2010.bat and
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cmake_gcc.bat.)
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2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
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For MinGW, execute make (by default, cmake_gcc.bat specifies to make a Release
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build.)
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The build process will also compile models and shaders from the Source_Asset
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directory into Bin/Data/Models & Bin/Data/Shaders. Shader compilation requires
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fxc.exe (from the DirectX SDK) to be available through the system PATH. Note
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that the debug executables of tools will not have the _d postfix, to allow the
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asset build scripts to work in both debug & release builds.
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After the build is complete, the examples can be run from the Bin directory.
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To run for example NinjaSnowWar from the Visual Studio debugger, set it as a
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startup project and enter its relative path and filename into Debugging ->
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Command: ..\..\Bin\NinjaSnowWar.exe or ..\..\Bin\NinjaSnowWar_d.exe
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Additionally, entering -w into Debugging -> Command Arguments is highly
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recommended. This enables startup in windowed mode: without it running into an
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exception or breakpoint will be obnoxious as the mouse cursor will most probably
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be hidden.
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