www.pudn.com > Gimcrack-v0.0051-Source.zip > gimcrack.h


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//		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							// 
//															// 
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#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_ */