Go to file
engineer_apple dfa2d627b2 Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!

	The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
	There exists a known list of ArchiveLoader, which know how to produce a Archive.
	The Loaders and the Archive can be attached/detached on runtime.
	
	The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
	with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
	I replaced all (const c8* filename) to string references.

	Basically the FileSystem is divided into two regions. Native and Virtual.
		Native means using the backend OS.
		Virtual means only use currently attach IArchives.
	
	Browsing
		each FileSystem has it's own workdirectory and it's own methods to
			- create a FileTree
			- add/remove files & directory ( to be done )
				Hint: store a savegame in a zip archive...
				
		 basic browsing for all archives is implemented.
		 Example 21. Quake3Explorer shows this
		 
	 TODO:
		- a file filter should be implemented.
		- The IArchive should have a function to create a filetree
			for now CFileList is used.
				
	Class Hiarchy:
	
	IArchiveLoader: is able to produce a IFileArchive
		- ZipLoader
		- PakLoader
		- MountPointReader ( formaly known as CUnzipReader )

	IFileArchive: 
		-ZipArchive
		-PakArchive
		-MountPoint (known as FolderFile)
		
	IFileSystem
		- addArchiveLoader

	- changed implementation of isALoadableFileExtension in all loaders
		to have consistent behavior
	- added a parameter to IFileList * createFileList	
		setFileListSystem
		allows to query files in any of the game archives
		standard behavior listtype = SYSTEM ( default)
	
	- CLimitReadFile
		added multiple file random-access support.
		solved problems with mixed compressed & uncompressed files in a zip

	TODO:
		- Big Big Testing!!
		- Linux Version ( minor )
		- remove all double loader interfaces where only the filename differs
			(IReadFile/const char *filename). This blows up the the interface
		- many loaders use their own private filesearching
			we should rework this
		- there are a lot of helper function ( getAbsolutePath, getFileDir )
		  which should be adapted to the virtual filesystem
		
- IrrlichtDevice
	added:
		virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
		virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;

	and calculating methods to DeviceStub.
	implemented in Win32, TODO: other Devices
	
	-	irrlicht.h
		changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
		to extern "C" name mangling.
		
		for easier dynamically loading the irrlicht library and different versions

 - ParticleSystem
		removed the private (old?,wrong?) interface from the ParticleEffectors
		to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
		TODO:
			please test if the serialization works!
		
- Generic
	- vector3d<T>& normalize()
		#if 0
			f32 length = (f32)(X*X + Y*Y + Z*Z);
			if (core::equals(length, 0.f))
				return *this;
			length = core::reciprocal_squareroot ( (f32)length );
		#else
			const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
		#endif
	
		Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
		added reciprocal_squareroot for f64
	
	- dimension2d
		added operator dimension2d<T>& operator=(const dimension2d<U>& other)
		to cast between different types
	- vector2d
			bugfix:
			vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this;  }
			to
			vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this;  }

	- C3DMeshLoader renamed chunks const u16 to a enum
		removing "variable declared but never used warning"
	- added a global const identity Material
		changed all references *((video::SMaterial*)0) to point to IdentityMaterial
		removed warning: "a NULL reference is not allowed"

	- modified IRRLICHT_MATH to not support reciprocal stuff
		but to use faster float-to-int conversion.
		gcc troubles may they are. i'm using intel-compiler..;-)
	- core::matrix4
			USE_MATRIX_TEST	

			i tried to optimize the identity-check ( in means of performance)
			i didn't succeed so well, so i made a define for the matrix isIdentity -check
			for now it's sometimes faster to always calculate versus identity-check
			but if there are a lot of scenenodes/ particles one can profit from the
			fast_inverse matrix, when no scaling is used. further approvement could
			be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
			they are just placed somewhere in the world)
			one thing to take in account is that sizeof(matrix) is 64 byte and
			with the additional bool/u32 makes it 66 byte which is not really cache-friendly..

		- added	buildRotateFromTo
				Builds a matrix that rotates from one vector to another
				
	- irr::array. changed allocating routine in push_back

		okt, 2008. it's only allowed to alloc one element, if 
		default constructor has to be called.
		
		removes existing crashes. ( MD3 Mesh ) and possible others ones.
		
		A new list template should be made.
		one with constructor/destructor calls ( safe_array ) and
		one without. like the array since the beginning of irrlicht.
		currently the array/string is extremly slow..
		
		also a hint for the user has to be done, so that a struct T of
		array<T> must have a copy constructor of type T ( const T&other ).
		
		i needed hours to track that down...
		
		added a new method setAllocStrategy, 
		safe ( used + 1 ), double ( used * 2 + 1)
		
		better default strategies will be implemented
		
		- removed binary_search_const
			i added it quite a long time ago, but it doesnt make real sense
			a call to a sort method should happen always. i just wanted to safe
			a few cycles..
		- added binary_search_multi
			searches for a multi-set ( more than 1 entry in the sorted array)
			returns start and end-index

	- changed some identity matrix settings to use core::IdentityMatrix	
	-	added deletePathFromFilename to generic string functions in coreutil.h and
		removed from CZipReader and CPakReader
		
	- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
		ParticleSystem ( wrong virtual was used)

- strings & Locale
	- started to add locale support
	- added verify to string
	- added some helper functions
	

- XBOX
	i have access to a XBOX development machine now. I started to compile
	for the XBOX. Question: Who did the previous implementation?. There
	is no XBOX-Device inhere. maybe it's forbidden because of using the offical
	Microsoft XDK. I will implement a native or sdl device based on opendk.
	irrlicht compiles without errors on the xbox but can't be used.
	
	TODO:
		- native XBOX Device
- Windows Mobile
		reworked a little. added the mobile example to the windows solution for 
		cross development.
		added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision	Speed Up

	The Collision Speed Up greatly improves with many small static child-nodes
	
	- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
	- modified createOctTreeTriangleSelector and createTriangleSelector
		to allow node == 0, to be added to a meta selector
	- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
		on first update:
		Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
		The Animator applies the missing force... big problem...
		changed to react on first update like camera.
		
		-	add Variable FirstUpdate. if set to true ( on all changes )
			then position, lasttime, and falling are initialized

	-added #define OCTTREE_USE_HARDWARE in Octree.h
	
		if defined octtree uses internally a derived scene::MeshBuffer which has
		the possibility to use the Hardware Vertex Buffer for static vertices and
		dirty indices;-)
		
		if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
		so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
		#if defined (OCTTREE_USE_HARDWARE)
			driver->drawMeshBuffer ( &LightMapMeshes[i] );
		#else
			driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
				d[i].Indices, d[i].CurrentSize / 3);
		#endif
		#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside


	- virtual void ISceneNode::updateAbsolutePosition()
		-	changed 
			inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const

			all two matrices have to be checked by isIdentity()
			to let the isIdentity work always

	-changed inline bool CMatrix4<T>::isIdentity() const

		on full identityCheck->
		to look first on Translation, because this is the most challenging element
		which will likely not to be identity..
			
	-	virtual core::matrix4 getRelativeTransformation() const

		Hiarchy on Identity-Check
			1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
			2) ->isIdentity () -> 16 floating point checks to be passed as Identity
			
	- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
		added isIdentity() check

		
- changed CSceneNodeAnimatorCollisionResponse		
	- added CSceneNodeAnimatorCollisionResponse::setGravity
		needed to set the differents Forces for the Animator. for eq. water..
	- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
	- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
	- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
	- changad Gravity to
	- TODO: set Gravity to Physically frame independent values..
		current response uses an frame depdended acceleration vector.
		~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
		may effect existing application..
	
- SceneNodes
	- CSkyDomeSceneNode
		moved radius ( default 1000 ) to constructor
		added Normals
		added DebugInfo
		added Material.ZBuffer, added SceneMaanager
			
	- CVolumeLightSceneNode:
		changed default blending OneTextureBlendgl_src_color gl_src_alpha to
			EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
		which gives the same effect on non-transparent-materials.
		Following the unspoken guide-line, lowest effect as default
	- added LensFlareSceneNode (from forum user gammaray, modified to work )
		showing in example special fx
	- changed SceneNode Skydome f64 to f32, 
	- AnimatedMesh
		-Debug Data: 
			mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
	- Camera SceneNode setPosition
		Camera now finally allow to change position and target and updates all
		effected animators..
		
		a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
		camera and fr. the collision animator to a new position
			
- Device:
		added the current mousebutton state to the Mouse Event
		so i need to get the current mouse state from the OS
		
		-a dded to CIrrDeviceWin32
		TODO:		
		- Linux and SDL Device
- GUI

	- CGUIFont:
		- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
		
		define which characters should not be drawn ( send to driver) by the font.
		for example " " would not draw any space which is usually blank in most fonts
		and saves rendering of ususally full blank alpha-sprites.
		This saves a lot of rendering...
		
		default:
			setInvisibleCharacters ( L" " );
			
		- added MultiLine rendering
			should avoid to us CStaticText breaking text in future
	- CGUIListBox
		- changed Scrollbar LargeStepSize to ItemHeight
		  which easy enables to scroll line by line
		  
	- CGUIScrollBar
			bug: 
				Create a Window and inside a listbox with a scrollbar or
				a windowed irrlicht application
				
				Click & hold Scrollbar Slider. move outside it's region.
				Release Mouse. Go Back to Scrollbar.. it's moving always...
				
				it's generally missing the event PRESSED_MOVED, which
				leads to problem when an element is dragging, has a focus, or position loose
				and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )

			so added the mouse Input Buttonstates on every mouse event
				IrrDeviceWin32:
				 added 	event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
				 TODO:
					Linux & SDL

				so now i can do this
				case irr::EMIE_MOUSE_MOVED:				 
			 	if ( !event.MouseInput.isLeftPressed () )
				{
					Dragging = false;
				}

			- bug:
				Scrollbar notifyListBox notify when the scrollbar is clicked. 

			- changed timed event in draw to OnPostRender
				Why the hell is a gui element firing a timed event
				in a draw routine!!!!!. This should be corrected for all gui-elements.
			
		
	-	added GUI Image List from Reinhard Ostermeier, modified to work
		added GUI Tree View from Reinhard Ostermeier, modified to work	
		shown in the Quake3MapShader Example
		TODO: Spritebanks

		
	- FileOpenDialog
		changed the static text for the filename to an edit box.
	- changed the interface for addEditBox to match with addStaticText
	- changed the interface for addSpinBox to match with addEditBox
	- added MouseWheel to Spinbox
	- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
	- CGUISpritebank
		removed some crashes with empty Sprite banks		
	- IGUIScrollBar
		added SetMin before min was always 0
		changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
		
	- IComboBox
		-added ItemData
	- removed IsVisbile check in IGUIElement::draw


- Image Loaders
	- added TGA file type 2 ( grayscale uncompressed )
	- added TGA file type (1) 8 Bit indexed color uncompressed
	
	ColorConverter:
		- added convert_B8G8R8toA8R8G8B8
		- added convert_B8G8R8A8toA8R8G8B8
		
- Media Files
	- added missing shaders and textures to map-20kdm2.
		Taken from free implementation	
	- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
	- impact.wav clip-restoration, trim cross-zero
	- added gun.md2, gun.pcx to media-files
		copyright issues!. i don't know from where this file came from...		
		i hope this is not from original quake2..
	- added new irrlicht logo irrlicht3.png
		i've taken the new layout. i should ask niko to use it.
	- added Skydome picture to media files (skydome2.jpg) half/sphere

- OctTree
	-added
		#define OCTTREE_PARENTTEST ( default: disabled )
		used to leave-out children test if the parent passed a complete frustum.
		plus: leaves out children test
		minus: all edges have to be checked
	- added MesBuffer Hardware Hint Vertex to octtree
	
- CQuake3ShaderSceneNode:
	- removed function releaseMesh
		Shader doesn't copy the original mesh anymore ( saving memory )
		so therefore this (for others often misleading ) function was removed
	- changed constructor to take a (shared) destination meshbuffer for rendering
		reducing vertex-memory to a half
	- don't copy the original vertices anymore
	- added deformvertexes autosprite
	- added deformvertexes move
	- added support for RTCW and Raven BSPs ( qmap2 )
	- added polygonoffset (TODO: not perfect)
	- added added nomipmaps
	- added rgbgen const
	- added alphagen
	- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
	- added Quake3Explorer examples
	- added wave noise
	- added tcmod transform
	- added whiteimage
	- added collision to Quake3Explorer
	- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )	
	- updated quake3:blendfunc
	- added crouch to Quake3Explorer
		(modifying the ellipsiodRadius of the camera animator )
		added crouch to CSceneNodeAnimatorCameraFPS
		still problems with stand up and collision
	- Quake3MapLoader
		modified memory allocation for faster loading
	- Quake3LoadParam
		added Parameter to the Mesh-Loader	
	- added
		The still existing missing caulking of curved surfaces.
		using round in the coordinates doesn't solve the problem.
		but for the demo bsp mesh it solves the problem... (luck)
		so for now it's switchable.
		TJUNCTION_SOLVER_ROUND
		default:off
		
- BurningVideo
	- pushed BurningsVideo to 0.40
	- added blendfunc gl_one_minus_dst_alpha gl_one
	- added blendfunc gl_dst_color gl_zero
	- added blendfunc gl_dst_color src_alpha
	- modified AlphaChannel_Ref renderer to support alpha test lessequal
	- addded 32 Bit Index Buffer
	- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
	- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
		Burning checks this flag and when set, it bypasses the power2 size check, 
		which is necessary on 3D but can be avoided on 2D.
		used on fonts automatically.
	- added Support for Destination Alpha
	
- OpenGL	
	- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
		MaxTextureSize=static_cast<u32>(num);

	- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected

- Direct3D8
	- compile and links again
	- added 32 Bit Index Buffer
	- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
	- compile for XBOX 
- Direc3D9
	- fixed crash on RTT Textures DepthBuffer freed twice.
		added deleteAllTextures to destuctor
- NullDriver
	- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures	


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2148 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 15:57:07 +00:00
bin Moved everything to /trunk 2007-05-20 18:03:49 +00:00
doc Merged from 1.5 branch to trunk, all changes from 1933 to 1953. Camera and animation fixes, project file updates, etc. 2008-12-15 14:18:11 +00:00
examples Changes in version 1.6, TA 2009-01-27 15:57:07 +00:00
include Changes in version 1.6, TA 2009-01-27 15:57:07 +00:00
lib/Win64-visualStudio Moved everything to /trunk 2007-05-20 18:03:49 +00:00
media Changes in version 1.6, TA 2009-01-27 15:57:07 +00:00
scripts Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix. 2009-01-14 12:37:51 +00:00
source Changes in version 1.6, TA 2009-01-27 15:53:53 +00:00
tests More collision additions. ISceneCollisionManager::getCollisionResultPosition() now returns the node that was hit. ISceneNodeAnimatorCollisionResponse stores and exposes the node that was hit. 2009-01-22 18:24:33 +00:00
tools Another vcproj fix by Dorth. 2009-01-20 12:32:26 +00:00
changes.txt Changes in version 1.6, TA 2009-01-27 15:53:53 +00:00
readme.txt Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix. 2009-01-14 12:37:51 +00:00

readme.txt

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

==========================================================================
The Irrlicht Engine SDK version 1.5
==========================================================================

  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 uncompressing the archive of 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. Windows only.
  \doc         Documentation of the Irrlicht Engine.
  \examples    Examples and tutorials showing how to use the engine with
               C++.
  \example.net Examples and tutorials showing how to use the engine with
               .NET languages.
  \exporters   Exporters and tools for various 3D modelling packages. There
               is a readme file with more details in the directory.
  \include     Header files to include when programming with the engine.
  \lib         Libs to link with your programs when using the engine.
  \media       Graphics and sound resources 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 enable recompilation and
               debugging, if necessary.
  \tools       Useful tools (with 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 which should show the most
  interesting features of Irrlicht.

  To start developing own applications and games with the engine take
  a look at the 01.HelloWorld example in the \examples directory.
  There is also a .html file with a tutorial which should be
  easily comprehensible.

  The Irrlicht Engine is a static lib under linux. A precompiled version can be
  generated from the sources using the Makefile in source/Irrlicht. Unzip the
  file source.zip in the /source directory. Run 'make' in the newly created
  subfolder source/Irrlicht. After this you should be able to 'make' all
  example applications in /examples. You can run the examples directly from the
  directory they are created in.

  It is also possible to use Irrlicht as shared object
  (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
  running 'make sharedlib' in the source folder. See the Makefile for details.

  For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
  build the libIrrlicht.a library necessary to create the apps.

==========================================================================
3. Requirements
==========================================================================

  You can use one of the following compilers/IDEs to develop applications
  with Irrlicht or recompile the engine. However, other compilers/IDEs may
  work as well, we simply didn't test them.

  * gcc 3.3
  * gcc 3.4
  * gcc 4.x
  * Visual Studio.NET 2003 (7.1)
  * Visual Studio 2005 (8.0)
  * Visual Studio 2008 (9.0)
  * 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, download
			it separately for MSVC Express 2005)
	* Optional: DirectX SDK, for D3D9 support
	* Optional: DirectX SDK prior to May 2006, for D3D8 support

  * Linux:
	* Needed: XServer with include files
	* Optional: OpenGL headers and libraries (libGL.so), for OpenGL support
	*       GLX + XF86VidMode or XRandr extension (X11 support libraries,
		the latter two for fullscreen mode)

  * OSX:
	* Needed: XCode and Cocoa framework
	* Needed: OpenGL headers and libraries

==========================================================================
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 covered by 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, the zlib, and libpng. 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 and libpng. 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) 2002-2009 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 acknowledgement in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be clearly 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 team 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)

  Christian Stehno (hybrid)   Contribution Coordinator/Developer
  Gareth Davidson (bitplane)  Developer/ Forum admin
  Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
  Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things
  Colin MacDonald (rogerborg)
  Dean Wadsworth (varmint)    OSX port maintainer and game developer
  Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin
  John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff
  Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.

  Etienne Petitjean wrote the MacPort of the engine
  Mark Jeacocke	Wrote lots of helpful comments and ideas in the forums and per email.
  Julio Gorg<72>	Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
  Andy Spurgeon	Wrote the Dev-Cpp tutorial.
  Andr<64> 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.
  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 cube 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() implementations
  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
  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
  Greg Roelofs	Created the zlib and libpng
  Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others	Created libpng
  The Independent JPEG Group	Created JPEG lib