-
Josh Engebretson (Technical Director)
-
Lara Engebretson
-
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)
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 (loorni@gmail.com, AgentC at GameDev.net)
- Wei Tjong Yao
- Aster Jian
- Colin Barrett
- Erik Beran
- Danny Boisvert
- Carlo Carollo
- Pete Chown
- Christian Clavet
- Sebastian Delatorre (primitivewaste)
- Josh Engebretson
- Chris Friesen
- Alex Fuller
- Mika Heinonen
- Graham King
- Jason Kinzer
- Gunnar Kriik
- Ali Kämäräinen
- Pete Leigh
- Thorbjørn Lindeijer
- Jonne Nauha
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Vladimir Pobedinsky
- Nick Royer
- Jonathan Sandusky
- Miika Santala
- James Thomas
- Joshua Tippetts
- Daniel Wiberg
- Steven Zhang
- AGreatFish
- Enhex
- Firegorilla
- Magic.Lixin
- Mike3D
- Modanung
- MonkeyFirst
- OvermindDL1
- Skrylar
- 1vanK
- andmar1x
- amadeus_osa
- atship
- att
- celeron55
- cosmy1
- feltech
- hdunderscore
- marynate
- mightyCelu
- nemerle
- ninjastone
- raould
- rasteron
- reattiva
- rifai
- skaiware
- szamq
- thebluefish
- 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.