irrlicht-1.0

所属分类:游戏引擎
开发工具:Visual C++
文件大小:13654KB
下载次数:48
上传日期:2006-06-28 23:10:05
上 传 者jarod_jerry974
说明:  一个游戏引擎,使用方便,而且是很主流的3d开发引擎,提供dll和接口,有一些例子的代码.
(a game engine, easy to use, and is a very mainstream 3d engine development, and provide dll interface, some examples of the code.)

文件列表:
irrlicht-1.0\bin\Linux (0, 2006-05-15)
irrlicht-1.0\bin\MacOSX (0, 2006-05-15)
irrlicht-1.0\bin\Win32-gcc\HelloWorld.exe (19134, 2006-04-17)
irrlicht-1.0\bin\Win32-gcc\irr.ico (2238, 2005-12-06)
irrlicht-1.0\bin\Win32-gcc\Irrlicht.dll (2561567, 2006-04-17)
irrlicht-1.0\bin\Win32-gcc (0, 2006-05-15)
irrlicht-1.0\bin\Win32-VisualStudio\2DGraphics.exe (233472, 2006-04-14)
irrlicht-1.0\bin\Win32-VisualStudio\CustomSceneNode.exe (90112, 2006-04-14)
irrlicht-1.0\bin\Win32-VisualStudio\Demo.exe (69632, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\ExampleApp.NET.exe (28672, 2006-04-17)
irrlicht-1.0\bin\Win32-VisualStudio\HelloWorld.exe (29696, 2006-04-16)
irrlicht-1.0\bin\Win32-VisualStudio\HelloWorld_CSharp.exe (16384, 2006-04-17)
irrlicht-1.0\bin\Win32-VisualStudio\HelloWorld_VBasic.exe (7680, 2006-04-17)
irrlicht-1.0\bin\Win32-VisualStudio\irr.ico (2238, 2005-12-06)
irrlicht-1.0\bin\Win32-VisualStudio\Irrlicht.dll (1589248, 2006-04-17)
irrlicht-1.0\bin\Win32-VisualStudio\Irrlicht.NET.dll (159744, 2006-04-17)
irrlicht-1.0\bin\Win32-VisualStudio\Meshviewer.exe (94208, 2006-04-16)
irrlicht-1.0\bin\Win32-VisualStudio\Movement.exe (49152, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\PerPixelLighting.exe (90112, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\Quake3Map.exe (86016, 2006-04-14)
irrlicht-1.0\bin\Win32-VisualStudio\RenderToTexture.exe (253952, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\Shaders.exe (266240, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\SpecialFX.exe (86016, 2006-04-16)
irrlicht-1.0\bin\Win32-VisualStudio\TerrainRendering.exe (86016, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\UserInterface.exe (73728, 2006-04-15)
irrlicht-1.0\bin\Win32-VisualStudio\Win32Window.exe (40960, 2006-04-16)
irrlicht-1.0\bin\Win32-VisualStudio (0, 2006-05-15)
irrlicht-1.0\bin\Win64-VisualStudio (0, 2006-05-15)
irrlicht-1.0\bin (0, 2006-05-15)
irrlicht-1.0\changes.txt (95946, 2006-04-19)
irrlicht-1.0\doc\Irrlicht.chm (1311721, 2006-04-17)
irrlicht-1.0\doc\Irrlicht.NET.chm (496088, 2006-04-17)
irrlicht-1.0\doc (0, 2006-05-15)
irrlicht-1.0\examples\01.HelloWorld\example.cbp (840, 2006-04-17)
irrlicht-1.0\examples\01.HelloWorld\example.dev (902, 2005-12-06)
irrlicht-1.0\examples\01.HelloWorld\HelloWorld.7.0.sln (924, 2005-12-06)
... ...

========================================================================== The Irrlicht Engine SDK version 1.0 ========================================================================== Welcome the Irrlicht Engine SDK. Content of this file: 1. Directory structure overview 2. How to start 3. Requirements 4. Release Notes 5. License 6. Contact ========================================================================== 1. Directory structure overview ========================================================================== You will find some directories after decompressing the archive in which came the SDK. These are: \bin The compiled library Irrlicht.DLL and some compiled demo and example applications, just start them to see the Irrlicht Engine in action. \doc Documentation of the Irrlicht Engine. \examples Examples and tutorials showing how to use the native engine engine using C++. \example.net Examples and tutorials showing how to use the engine with a .net languages. \exporters Exporters and tools for varous 3D modelling packages. There is a readme file with more details in the directory. \include Header files to include when using the engine. \lib Lib to link with your programs when using the engine. \media Graphics and sound data for the demo applications and examples. \source The source code of the Irrlicht Engine. This code is not needed to develop applications with the engine, but it is included to let you be able to recompile and debug it, if necessary. \tools Useful tools and their sourcecode for the engine. ========================================================================== 2. How to start ========================================================================== To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio directory, and start some applications. There should also be an application named Demo.exe, this should show the most interesting things. To start developing own applications and games with the engine take a look at the 01.HelloWorld example in the \examples directory. There will also be a .html file with a tutorial which should be easy to understand. The Irrlicht Engine is a static lib under linux. A precomipled version can be found in \lib\Linux. If you wish to compile the engine in linux yourself, unzip the file source.zip file in the \source directory. Run a 'make' in the now existing new subfolder 'Irrlicht'. After this, you should be able to make all example applications in \examples. Then just start an X Server and run them, from the directory where they are. It is also possible to use Irrlicht as shared object (libIrrlicht.so.versionNumber), use the makefile target for this, running 'make sharedlib' in the source folder. See Makefile for details. ========================================================================== 3. Requirements ========================================================================== You can use one of the following compilers/IDEs to develop applications with Irrlicht or recompile the engine. However, other compilers/IDEs make work as well, we simply didn't test them. * gcc 3.3 * gcc 3.4 * gcc 4.0.3 * Visual Studio 6.0 * Visual Studio.NET 2003 (7.1) * Visual Studio 2005 (8.0) * Code::Blocks 1.0 (& gcc or visual studio toolkit) * DevC++ 5.0 & gcc (project files included) If you ever want to (re)compile the engine yourself (which means you don't want to use the precompiled version) you need the following: * Windows: * Needed: PlatformSDK (which usually comes with all IDEs) * Optional: DirectX 9 SDK, for D3D9 support * Optional: DirectX 8 SDK, for D3D8 support * Linux: * Needed: XServer with GLX + XF86VidMode extension (should be there by default) * Optional: OpenGL headers and libraries (libGL and libGLU), for OpenGL support ========================================================================== 4. Release Notes ========================================================================== Informations about changes in this new version of the engine can be found in changes.txt. Please note that the textures, 3D models and levels are copyright by their authors and not included in the Irrlicht engine license. ========================================================================== 5. License ========================================================================== The license of the Irrlicht Engine is based on the zlib/libpng license. Even though this license does not require you to mention that you are using the Irrlicht Engine in your product, an acknowledgement would be highly appreciated. Please note that the Irrlicht Engine is based in part on the work of the Independent JPEG Group and the zlib. This means that if you use the Irrlicht Engine in your product, you must acknowledge somewhere in your documentation that you've used the IJG code. It would also be nice to mention that you use the Irrlicht Engine and the zlib. See the README files in the jpeglib and the zlib for further informations. The Irrlicht Engine License =========================== Copyright (C) 2002-2006 Nikolaus Gebhardt This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. ========================================================================== 6. Contact ========================================================================== If you have problems, questions or suggestions, please visit the official homepage of the Irrlicht Engine: http://irrlicht.sourceforge.net You will find forums, bugtrackers, patches, tutorials, and other stuff which will help you out. If want to contact the author of the engine, please send an email to Nikolaus Gebhardt: irrlicht@users.sourceforge.net Please also not that parts of the engine have been written or contributed by other people. Especially: (There are probably more people, sorry if I forgot one. See http://irrlicht.sourceforge.net/author.html for more informations) Thomas Alten wrote the apfelbaum software rasterizer Etienne Petitjean wrote the MacPort of the engine Greg Roelofs Created the zlib The Independent JPEG Group Created JPEG lib Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libPng Chad Austin, Jacky Chong, Theo Reed, Ben Scott Made Audiere Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email. Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' Andy Spurgeon Wrote the Dev-Cpp tutorial. André Simon Wrote the Codewarrior tutorial. KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine. Jon Pry Wrote the code to load compressed TGA files. Saigumi Wrote some tutorials for the Irrlicht Engine and doing admin stuff Matthew Couch Wrote the tokamak integration tutorial. Max Winkel Wrote the splitscreen tutorial. Gorgon Zola Wrote the ODE integration tutorial. Dean P. Macri Sent in code for curved surfaces and PCX Loading. Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux. Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs. Mario Gruber Suggested triangle fan drawing and sent in code for this. Ariaci Spotted out a bug in the ATI driver. Dr Andros C Bragianos Improved texture mapping in test scene node. Philipp Dortmann Sent in code for stencil buffer support for OpenGL. Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org Vash TheStampede Sent code for missing Draw2DLine() implementation s MattyBoy XBOX support suggestions Oliver Klems createImageFromData() method suggestion/implementation Jox really, really a lot of bug fixes, and the LMTS file loader Zola Quaternion method additions Tomasz Nowakowski various bug fixes Nicholas Bray stencil shadow bug fixes with OpenGL REAPER mouswheel events for scrollbar Calimero various bug fixes like vector2d operators Haddock bugfix in the linked list G.o.D XML parser fix Alvaro F. Celis Lots of work in the community, for example video tutorials about Irrlicht, forum admin Erik Zilli Translated some of the tutorials from my stuttering english into real english. :) Martin Piskernig Linux bugfixing and testing Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it. Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it. Murphy McCauley OCT file loader, MIM tools Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports Zhuck Dimitry My3D Tools Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht rt Wrote the original .png loader for Irrlicht Salvatore Russo Wrote the original .dmf loader for Irrlicht Vox Various bug reports and fixes atomice Contributed code for a ms3d loader enhancement William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL. Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more) Michael Zoech Improved GLSL support

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