<commit_before>h1. ionEngine

h2. Overview

ionEngine is an application framework written in C++ designed primarily for use
in game development and other graphics-heavy applications.

It is designed with maximum extensibility in mind to enable rapid prototyping
while allowing thorough customization where needed. The goal is to provide a
framework that lasts through the early stages of development through to
production and release.

ionEngine is built using modern OpenGL practices for simple and direct
cross-system compatibility and optimal performance.

h2. Features

ionEngine provides features through a large number of optional modules so
that only the necessary components need to be included in a project.

Features included in ionEngine or additional modules are:

- Component-entity based scene graph which is renderer-agnostic to maximize extendability
- Forward and deferred lighting systems implemented using OpenGL
- Bloom, SSAO, depth-of-field, and other post-processing effects
- Volumetric utilities such as a shader-based raycast volume renderer and marching cubes implementation
- GUI elements provided through GWEN
- Windowing and input provided through GLFW

h2. Distribution

Source code distributions are available at "Bitbucket":https://bitbucket.org/iondune/ionengine and "GitHub":https://github.com/iondune/ionEngine

Further information can be found at "the ionEngine3D website":http://www.ionengine3d.com/ and at the "ionEngine project page":http://www.iondune.com/projects/ionengine/.

Doxygen-generated documentation can be found "here":http://www.ionengine3d.com/documentation/

h2. License

The ionEngine is licensed under the "Apache v2 license":http://www.apache.org/licenses/LICENSE-2.0.html<commit_msg>Fix textile markup of readme<commit_after>h1. ionEngine

h2. Overview

ionEngine is an application framework written in C++ designed primarily for use
in game development and other graphics-heavy applications.

It is designed with maximum extensibility in mind to enable rapid prototyping
while allowing thorough customization where needed. The goal is to provide a
framework that lasts through the early stages of development through to
production and release.

ionEngine is built using modern OpenGL practices for simple and direct
cross-system compatibility and optimal performance.

h2. Features

ionEngine provides features through a large number of optional modules so
that only the necessary components need to be included in a project.

Features included in ionEngine or additional modules are:

* Component-entity based scene graph which is renderer-agnostic to maximize extendability
* Forward and deferred lighting systems implemented using OpenGL
* Bloom, SSAO, depth-of-field, and other post-processing effects
* Volumetric utilities such as a shader-based raycast volume renderer and marching cubes implementation
* GUI elements provided through GWEN
* Windowing and input provided through GLFW

h2. Distribution

Source code distributions are available at "Bitbucket":https://bitbucket.org/iondune/ionengine and "GitHub":https://github.com/iondune/ionEngine

Further information can be found at "the ionEngine3D website":http://www.ionengine3d.com/ and at the "ionEngine project page":http://www.iondune.com/projects/ionengine/.

Doxygen-generated documentation can be found "here":http://www.ionengine3d.com/documentation/

h2. License

The ionEngine is licensed under the "Apache v2 license":http://www.apache.org/licenses/LICENSE-2.0.html
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