<commit_before>Snow Engine
===============================================================================

The Snow Engine is a person project of mine to build a game/rendering engine.
It is currently licensed under a simplified BSD license, found under COPYING 
and provided below for reference.


Building
-------------------------------------------------------------------------------

The Snow engine is currently only running on Mac OS X. To build it, you'll need
Premake 4.4, a C++11 compiler and standard library as well as the following
other libraries:

- [libsnow-common](https://github.com/nilium/libsnow-common)
- [Enet](http://enet.bespin.org)
- [FLTK](http://www.fltk.org/index.php)
- [GLFW 3](https://github.com/glfw/glfw)
- [PhysicsFS](http://icculus.org/physfs/)
- [ZeroMQ](http://www.zeromq.org)

On Mac OS X, the libc++ standard library is used in place of libstdc++ due to
the latter still being incompatible with C++11 in odd ways. As such, building
this on non-Apple platforms might be tricky. Time should iron out that issue.

Once built, the engine requires a 'base' directory in one of two places,
depending on the platform:

- On OS X when built as an app bundle, the 'base' directory goes under the app
bundle's 'Resources' directory.
- On other platforms, the 'base' directory is placed alongside the executable.

If using resource archives, the engine expects them to be zip files with a
.snowball extension. Otherwise, it will attempt to load resources from either
the base directory or a platform-specific user-writable directory.


License
-------------------------------------------------------------------------------

        Copyright (c) 2013 - 2014, <NAME> <<EMAIL>><commit_msg>Fix readme indentation.<commit_after>Snow Engine
===============================================================================

The Snow Engine is a person project of mine to build a game/rendering engine.
It is currently licensed under a simplified BSD license, found under COPYING 
and provided below for reference.


Building
-------------------------------------------------------------------------------

The Snow engine is currently only running on Mac OS X. To build it, you'll need
Premake 4.4, a C++11 compiler and standard library as well as the following
other libraries:

- [libsnow-common](https://github.com/nilium/libsnow-common)
- [Enet](http://enet.bespin.org)
- [FLTK](http://www.fltk.org/index.php)
- [GLFW 3](https://github.com/glfw/glfw)
- [PhysicsFS](http://icculus.org/physfs/)
- [ZeroMQ](http://www.zeromq.org)

On Mac OS X, the libc++ standard library is used in place of libstdc++ due to
the latter still being incompatible with C++11 in odd ways. As such, building
this on non-Apple platforms might be tricky. Time should iron out that issue.

Once built, the engine requires a 'base' directory in one of two places,
depending on the platform:

- On OS X when built as an app bundle, the 'base' directory goes under the app
  bundle's 'Resources' directory.
- On other platforms, the 'base' directory is placed alongside the executable.

If using resource archives, the engine expects them to be zip files with a
.snowball extension. Otherwise, it will attempt to load resources from either
the base directory or a platform-specific user-writable directory.


License
-------------------------------------------------------------------------------

        Copyright (c) 2013 - 2014, <NAME> <<EMAIL>>
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