📄 gimcrack.h
字号:
//////////////////////////////////////////////////////////////
// //
// //////////////// //////////////// //
// // // //
// // // //
// // // //
// // // //
// // ////////// // //
// // // // //
// // // // //
// // // // //
// /////////////// //////////////// //
// 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_ */
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -