- JoorJoor (https://github.com/joorjoor)
-
Josh Engebretson (https://github.com/JoshEngebretson)
-
Lara Engebretson (https://github.com/LaraEngebretson)
-
marynate (https://github.com/marynate)
-
rsredsq (https://github.com/rsredsq)
-
Shaddock Heath (https://github.com/shaddockh)
-
C.Trauma (https://github.com/CTrauma)
-
Jay Sistar (https://github.com/type1j)
-
Matt Benic (https://github.com/mattbenic)
-
Nick Minkler (https://github.com/Sleaker)
-
Raheel Hassim (https://github.com/raheelx)
-
Gareth Fouche (https://github.com/GarethNN)
-
Wynand van Vuuren (https://github.com/Vlamboljant)
-
Johnny Wahib (https://github.com/JohnnyWahib)
-
JimMarlowe (https://github.com/JimMarlowe)
-
Tarik Belabbas (https://github.com/Tarik-B)
-
Kobus vd Walt (https://github.com/Kobusvdwalt)
-
Benjamin Wolf (https://github.com/Benwolf)
-
Mahadevan K (https://github.com/bitonator)
-
Isaac Burns (https://github.com/flyover)
-
Darryl Ryan (https://github.com/darrylryan)
-
Alan-FGR (https://github.com/Alan-FGR)
-
Ross Hadden (https://github.com/rosshadden)
-
Borislav Parvanov (https://github.com/bparvanov)
-
Manuel Freiberger (https://github.com/ombre5733)
-
John Shearer (https://github.com/shearer12345)
-
Ken Paulson (https://github.com/MuffinManKen)
-
Rokas Kupstys (https://github.com/rokups)
Atomic Game Engine contribution copyrights are held by their authors. Each author retains the copyright to their contribution and agrees to irrevocably license the contribution under the Atomic Game Engine Contribution License CONTRIBUTION_LICENSE.md
. Please see CONTRIBUTING.md
for more details.
The Atomic Game Engine began as a fork of the Urho3D project in November 2014
Main website: http://urho3d.github.io/
##License Licensed under the MIT license, see License.txt for details.
##Credits Urho3D development, contributions and bugfixes by:
- Lasse Öörni
- Wei Tjong Yao
- Aster Jian
- Vivienne Anthony
- Colin Barrett
- Erik Beran
- Gauthier Billot
- Loic Blot
- Danny Boisvert
- Sergey Bosko
- Lisandro Bruzzo
- Carlo Carollo
- Pete Chown
- Christian Clavet
- Sebastian Delatorre (primitivewaste)
- Josh Engebretson
- Simon Flores
- Manuel Freiberger
- Chris Friesen
- Alex Fuller
- Henrik Heino
- Mika Heinonen
- Victor Holt
- Johnathan Jenkins
- Jukka Jylänki
- Graham King
- Jason Kinzer
- Cameron Kline
- Jan Korous
- Eugene Kozlov
- Gunnar Kriik
- Aliaksandr Kryvashein
- Artem Kulyk
- Rokas Kupstys
- Ali Kämäräinen
- Pete Leigh
- Arnis Lielturks
- Frode 'Modanung' Lindeijer
- Thorbjørn Lindeijer
- Nathanial Lydick
- Xavier Maupeu
- Jonne Nauha
- Huy Nguyen
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Anton Petrov
- Vladimir Pobedinsky
- Franck Poulain
- Pranjal Raihan
- Mariusz Richtscheid
- Nick Royer
- Jonathan Sandusky
- Miika Santala
- Anatoly Sennov
- Matan Shukry
- Bengt Soderstrom
- Hualin Song
- James Thomas
- Joshua Tippetts
- Konstantin Tomashevich
- Yusuf Umar
- Mateus Vendramini
- Daniel Wiberg
- Steven Zhang
- AGreatFish
- BlueMagnificent
- Enhex
- Fastran
- Firegorilla
- Gordon-F
- Lumak
- Magic.Lixin
- Mike3D
- MonkeyFirst
- Ner'zhul
- Newb I the Newbd
- OvermindDL1
- PredatorMF
- Scellow
- Skrylar
- TheComet93
- Y-way
- 1vanK
- andmar1x
- amadeus_osa
- atship
- att
- celeron55
- cosmy1
- damu
- dragonCASTjosh
- feltech
- fredakilla
- gleblebedev
- hdunderscore
- lvshiling
- marynate
- mightyCelu
- neat3d
- nemerle
- ninjastone
- orefkov
- proller
- raould
- rasteron
- reattiva
- rifai
- rikorin
- skaiware
- ssinai1
- svifylabs
- szamq
- thebluefish
- tommy3
- yushli
Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D (http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by Jukka Jylänki (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 Möller & Trumbore http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by Tom Forsyth http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by Glenn Fiedler http://gafferongames.com/game-physics/networked-physics/
- Euler Angle Formulas by David Eberly http://www.geometrictools.com/Documentation/EulerAngles.pdf
- Red Black Trees by Julienne Walker http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
- Comparison of several sorting algorithms by Juha Nieminen http://warp.povusers.org/SortComparison/
Urho3D uses the following third-party libraries:
- AngelScript 2.29.1 (http://www.angelcode.com/angelscript/)
- Box2D 2.3.0 (http://box2d.org/)
- Bullet 2.82 (http://www.bulletphysics.org/)
- Civetweb (http://sourceforge.net/projects/civetweb/)
- FreeType 2.5.0 (http://www.freetype.org/)
- GLEW 1.9.0 (http://glew.sourceforge.net/)
- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
- kNet (https://github.com/juj/kNet)
- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
- Lua 5.1 (http://www.lua.org)
- LuaJIT 2.0.3 (http://www.luajit.org)
- LZ4 (http://code.google.com/p/lz4/)
- MojoShader (http://icculus.org/mojoshader/)
- nanodbc 2.2.2 (http://lexicalunit.github.io/nanodbc/)
- Open Asset Import Library (http://assimp.sourceforge.net/)
- pugixml 1.5 (http://pugixml.org/)
- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
- Recast/Detour (https://github.com/memononen/recastnavigation/)
- SDL 2.0.3 (http://www.libsdl.org/)
- StanHull (http://codesuppository.blogspot.com/2006/03/ john-ratcliffs-code-suppository-blog.html)
- stb_image 2.05 (http://nothings.org/)
- stb_image_write 0.98 (http://nothings.org/)
- stb_vorbis 1.05 (http://nothings.org/)
- SQLite 3.8.10.2 (https://www.sqlite.org/)
- tolua++ 1.0.93 (http://www.codenix.com/~tolua)
DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong Engine. Jack and mushroom models from the realXtend project. (http://www.realxtend.org) Ninja model and terrain, water, smoke, flare and status bar textures from OGRE. BlueHighway font from Larabie Fonts. Anonymous Pro font by Mark Simonson. NinjaSnowWar sounds by Veli-Pekka Tätilä.