<commit_before># Intercept
[![TravisCI Build Indicator](https://travis-ci.org/NouberNou/intercept.svg?branch=master)](https://travis-ci.org/NouberNou/intercept) [![Build status](https://ci.appveyor.com/api/projects/status/e3s93drtpmtpk02x/branch/master?svg=true)](https://ci.appveyor.com/project/NouberNou/intercept/branch/master)

## Overview

Intercept is a C/C++ binding interface to the Arma 3 engine (internally refered to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develope language extensions for the Arma 3 engine.

In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essense, Intercept allows for expansions of the game engine, calling internal functionality of the engine which is exposed to SQF via functions. 

Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects (all of which are wrapped in `std::shared_ptr` to properly handle memory releasing).

The intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua.

## [Progress](https://github.com/NouberNou/intercept/issues/13)

You can view the progress of wrapper completion [here](https://github.com/NouberNou/intercept/issues/13).

## Tutorial

You can find a basic tutorial on [how to build and install Intercept on our wiki](https://github.com/NouberNou/intercept/wiki/Building-and-installing-Intercept-from-source).

## Terminology 

#### RVEngine <commit_msg>Fix readme urls<commit_after># Intercept
[![TravisCI Build Indicator](https://travis-ci.org/intercept/intercept.svg?branch=master)](https://travis-ci.org/intercept/intercept) [![Build status](https://ci.appveyor.com/api/projects/status/e3s93drtpmtpk02x/branch/master?svg=true)](https://ci.appveyor.com/project/intercept/intercept/branch/master)

## Overview

Intercept is a C/C++ binding interface to the Arma 3 engine (internally refered to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develope language extensions for the Arma 3 engine.

In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essense, Intercept allows for expansions of the game engine, calling internal functionality of the engine which is exposed to SQF via functions. 

Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects (all of which are wrapped in `std::shared_ptr` to properly handle memory releasing).

The intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua.

## [Progress](https://github.com/intercept/intercept/issues/13)

You can view the progress of wrapper completion [here](https://github.com/intercept/intercept/issues/13).

## Tutorial

You can find a basic tutorial on [how to build and install Intercept on our wiki](https://github.com/intercept/intercept/wiki/Building-and-installing-Intercept-from-source).

## Terminology 

#### RVEngine 
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