www.pudn.com > Gimcrack-v0.0051-Source.zip > gimcrack.h
////////////////////////////////////////////////////////////// // // // //////////////// //////////////// // // // // // // // // // // // // // // // // // // // ////////// // // // // // // // // // // // // // // // // // // /////////////// //////////////// // // Gimcrack: You can't get any higer than this // // // // Welcome to the Gimcrack engine. // // Gimcrack started out as a very ambitious project. We // // were going to make a 3D Tank Shooter as our special // // project in the final year of high school. However we // // soon realized that that would not be possible due to the // // time limit (less than a year) and decided to concentrate // // on making a terrain engine. That we succeeded with. // // Gimcrack is a more or less complete 3D terrain engine, // // it does not support any physics (although bounding boxes // // collision detection are present) but as a terrain // // rendering engine it's fully working. It render the // // terrain out of a 2D height map and populate it with // // objects (models). The rendering of the terrain is // // speeded up by the use of a quadtree and frustum culling, // // and it also uses a technique that'll place the vertices // // on the graphic cards memory on nVidia cards for further // // speed improvements. // // Gimcrack is probably not the engine for the hardcore // // game programmers, but rather for the beginners. If you // // get confused by the code of Quake 2 but still want to // // know how a engine works, this is for you. Gimcracks // // code is much easer to understand than other engines // // code, this is because it's not as heavily optimized // // as other engines. Of course, it means a bit less // // performance, but in return it's easier to understand // // how the engine works. Gimcrack is written for // // beginners, by beginners. // // Gimcrack is available under the GNU GPL so anyone // // who wish to modify it can as long as they release // // their sourcode free and give credit where it's due. // // It is written in C++ using OpenGL as rendering API // // and is roughly 13.000 lines of code. // // During development tutorials from gamedev.net, // // gametutorials.com and nehe.gamedev.net was used. A big // // thanks goes to them for thier help in the development // // of this engine. // // If you have any questions/feedback don't hesitate to // // contact us on leon.ljunggren@telia.com and // // charliec@home.se // // // // Copyright 2003 (c) // // Carl Johansson // // Leon Ljunggren // // Jan Sahlin // // // ////////////////////////////////////////////////////////////// #ifndef _GIMCRACK_H_ #define _GIMCRACK_H_ #include "global.h" #include "camera.h" #include "staticgeometry.h" #include "timer.h" #include "terrain/water.h" #include "terrain/terrain.h" #include "terrain/skybox.h" #include "terrain/quadtree.h" #include "gui/gui.h" #include "gui/console.h" #include "loader/targa.h" #include "model/ms3d.h" #include "model/md2.h" #include "model/cube.h" #include "math/aabb.h" #include "opengl/opengl.h" bool EngineInit(); bool EngineShutdown(); #endif /* _GIMCRACK_H_ */