<commit_before>Urho3D - a Win32/Direct3D9 rendering and game engine
----------------------------------------------------

http://urho3d.googlecode.com

Licensed under the MIT license, see License.txt for details.


Credits
-------

Urho3D engine & example code by <NAME> (<EMAIL>)
Additional MOD/XM playback code by <NAME>

Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
(http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by <NAME> (clb)
  http://clb.demon.fi/projects/rectangle-bin-packing
- Tangent generation from Terathon
  http://www.terathon.com/code/tangent.html
- Fast, Minimum Storage Ray/Triangle Intersection by Mller & Trumbore
  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by <NAME>
  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on <NAME>'s
  Perspective Texture Mapping series in the Game Developer magazine
  http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by <NAME>
  http://gafferongames.com/game-physics/networked-physics/

Urho3D uses the following third-party libraries:
- AngelScript (2.20.0)
- ENet (1.3.0)
- Open Dynamics Engine (svn rev 1770)
- StanHull
- stb_image (1.29)
- stb_truetype (0.3)
- stb_vorbis (0.99996)
- TinyXML (2.6.1)

See ThirdParty/<libraryname> for third-party license information where
available.

Ninja model, BlueHighway font and smoke/flare/status bar textures are from OGRE.

Jack and mushroom models are from the realXtend project. (http://www.realxtend.org)

NinjaSnowWar sounds by <NAME>.


Documentation
-------------

For documentation, see the Urho3D wiki:
http://code.google.com/p/urho3d/wiki/Urho3D

Urho3D classes have also been sparsely documented using Doxygen notation.
Use the Doxyfile in the root directory to build the documentation, which will
be created into the "Docs" subdirectory. Doxygen is available at:
http://www.doxygen.org/


Building
--------

Urho3D uses cmake (http://www.cmake.org) to build. The process has two steps:

1) Run cmake in the root directory with your preferred toolchain specified to
generate the build files. Visual Studio 2008/2010 and MinGW have been tested.
You can use the batch files provided (cmake_vs2008.bat, cmake_vs2010.bat and
cmake_gcc.bat.)

2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
For MinGW, execute make (by default, cmake_gcc.bat specifies to make a Release
build.)

The build process will also compile models and shaders from the Source_Asset
directory into Bin/Data/Models & Bin/Data/Shaders. Shader compilation requires
fxc.exe (from the DirectX SDK) to be available through the system PATH. Note
that the debug executables of tools will not have the _d postfix, to allow the
asset build scripts to work in both debug & release builds.

After the build is complete, the examples can be run from the Bin directory.

To run for example NinjaSnowWar from the Visual Studio debugger, set it as a
startup project and enter its relative path and filename into Debugging ->
Command: ..\..\Bin\NinjaSnowWar.exe or ..\..\Bin\NinjaSnowWar_d.exe<commit_msg>Documentation update.<commit_after>Urho3D - a Win32/Direct3D9 rendering and game engine
----------------------------------------------------

http://urho3d.googlecode.com

Licensed under the MIT license, see License.txt for details.


Credits
-------

Urho3D engine & example code by <NAME> (<EMAIL>)
Additional MOD/XM playback code by <NAME>

Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
(http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by <NAME> (clb)
  http://clb.demon.fi/projects/rectangle-bin-packing
- Tangent generation from Terathon
  http://www.terathon.com/code/tangent.html
- Fast, Minimum Storage Ray/Triangle Intersection by Mller & Trumbore
  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by <NAME>
  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on <NAME>'s
  Perspective Texture Mapping series in the Game Developer magazine
  http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by <NAME>
  http://gafferongames.com/game-physics/networked-physics/

Urho3D uses the following third-party libraries:
- AngelScript (2.20.0)
- ENet (1.3.0)
- Open Dynamics Engine (svn rev 1770)
- StanHull
- stb_image (1.29)
- stb_truetype (0.3)
- stb_vorbis (0.99996)
- TinyXML (2.6.1)

See ThirdParty/<libraryname> for third-party license information where
available.

Ninja model, BlueHighway font and smoke/flare/status bar textures are from OGRE.

Jack and mushroom models are from the realXtend project. (http://www.realxtend.org)

NinjaSnowWar sounds by <NAME>.


Documentation
-------------

For documentation, see the Urho3D wiki:
http://code.google.com/p/urho3d/wiki/Urho3D

Urho3D classes have also been sparsely documented using Doxygen notation. Use 
the Doxyfile in the root directory to build the documentation, which will be 
created into the "Docs" subdirectory. Doxygen is available at:
http://www.doxygen.org/


Building
--------

Urho3D uses cmake (http://www.cmake.org) to build. The process has two steps:

1) Run cmake in the root directory with your preferred toolchain specified to
generate the build files. Visual Studio 2008/2010 and MinGW have been tested.
You can use the batch files provided (cmake_vs2008.bat, cmake_vs2010.bat and
cmake_gcc.bat.)

2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
For MinGW, execute make (by default, cmake_gcc.bat specifies to make a Release
build.)

The build process will also compile models and shaders from the Source_Asset
directory into Bin/Data/Models & Bin/Data/Shaders. Shader compilation requires
fxc.exe (from the DirectX SDK) to be available through the system PATH. Note
that the debug executables of tools will not have the _d postfix, to allow the
asset build scripts to work in both debug & release builds.

After the build is complete, the examples can be run from the Bin directory.

To run for example NinjaSnowWar from the Visual Studio debugger, set it as a
startup project and enter its relative path and filename into Debugging ->
Command: ..\..\Bin\NinjaSnowWar.exe or ..\..\Bin\NinjaSnowWar_d.exe
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