<commit_before>Madd Apocalypse
===============

An advanced general-purpose 3D game engine, including a rendering engine and physics engine,
with an easy-to-use API.

Features
========

* Custom maps, weapons, shaders, etc.
* Singleplayer and multiplayer, including the possibility to build a dedicated server.
* 3D sound (optional, using OpenAL).
* GPU-accelerated physics and particle systems using OpenCL (optional).

System Requirements
===================

The engine on its own requires a GPU that supports OpenGL 3.3 or newer. Other requirements mostly depend on
the type of game you are trying to run. We also recommend a GPU that supports OpenCL (any version), as this
is used to optimize the engine.

Building
========

Currently, all successful builds happened on a Linux system, targetting Linux and Windows. The building is done
by Python using the `build.py` script, which has the following usage:

`build.py [target] [--option=value]`

The only target supported right now is `client`, which is also the default. There are a few available options:

* `--enable-cl` tells the engine to use the EXPERIMENTAL OpenCL support if possible. Currently not recommended.

* `--host=` specifies what operating system the engine shall be built for. This causes cross-compilation.

If you want to run the engine on Windows and build from a Linux system, we recommend using the MinGW-W64 cross-compiler:
`i686-w64-mingw32` for 32-bit Windows and `x86_64-w64-mingw32` for 64-bit Windows.

## Build dependencies
To build the engine, you need SDL2, GLEW, OpenGL (which should be installed by default), and optionally an OpenCL SDK.
We will also use OpenAL in the future, but it will be optional.

## Building a game<commit_msg>Updated the README<commit_after>Madd Apocalypse
===============

An advanced general-purpose 3D game engine, including a rendering engine and physics engine,
with an easy-to-use API.

Features
========

* Custom maps, weapons, shaders, etc.
* Singleplayer and multiplayer, including the possibility to build a dedicated server.
* 3D sound (optional, using OpenAL).
* GPU-accelerated physics and particle systems using OpenCL (optional).

System Requirements
===================

The engine on its own requires a GPU that supports OpenGL 3.3 or newer. Other requirements mostly depend on
the type of game you are trying to run. We also recommend a GPU that supports OpenCL (any version), as this
is used to optimize the engine.

Building
========

Currently, all successful builds happened on a Linux system, targetting Linux and Windows. The building is done
by Python using the `build.py` script, which has the following usage:

`build.py [target] [--option=value]`

The only target supported right now is `client`, which is also the default. There are a few available options:

* `--enable-cl` tells the engine to use the EXPERIMENTAL OpenCL support if possible. Currently not recommended.
* `--disable-al` tells the engine not to use OpenAL even if it is available. This will cause sound to be muted. By default, if OpenAL is available, it is used; but if it is not available, the engine will still build without audio support.
* `--host=` specifies what operating system the engine shall be built for. This causes cross-compilation.

If you want to run the engine on Windows and build from a Linux system, we recommend using the MinGW-W64 cross-compiler:
`i686-w64-mingw32` for 32-bit Windows and `x86_64-w64-mingw32` for 64-bit Windows.

## Build dependencies
To build the engine, you need SDL2, GLEW, OpenGL (which should be installed by default), and optionally an OpenCL SDK and OpenAL.

## Building a game
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