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📄 readme.txt

📁 Libnet is a cross-platform library aimed at game developers. It has an abstract high level API, whic
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readme.txt               tenth revision       by gfoot      07/06/2001______________________________________________________________________                        |o|   _  _ .                         |||-.| |/_)|-                        '''-'' '`- `-  0.10.11______________________________________________________________________This is a file you should read in full before doing anything else.0. Contents~~~~~~~~~~~   0 - Contents   1 - Disclaimer   2 - Distribution conditions   3 - Directory structure   4 - Installation   5 - Uninstallation   6 - Usage instructions   7 - Contacting the authors1. Disclaimer~~~~~~~~~~~~~   This library is provided free of charge without warranty.  The   authors hereby disclaim all liability for any damage use or   abuse of this library may cause, directly or indirectly, to   anything at all. You use this at your own risk.2. Distribution conditions~~~~~~~~~~~~~~~~~~~~~~~~~~   Libnet is giftware.  You may use, modify, redistribute, and   generally hack it about in any way you like.  You don't have   to send the authors anything in return, but of course you're   welcome to do so.  This could be a complimentary copy of a    game, an addition or improvement to Libnet, a bug report,    some money (this is particularly encouraged if you use Libnet    in a commercial product), or just an email saying "Hi!".  If    you redistribute parts of Libnet, or make a game using it, it    would be nice if you mentioned Libnet in the credits, but if    you just want to pinch a few drivers or techniques then    that's fine too.   However, please do not distribute modified copies under the   name `Libnet' without stating clearly that they have been   modified.  Otherwise everybody will just get confused.3. Directory structure~~~~~~~~~~~~~~~~~~~~~~   When you unzipped this you should have told your unzip   program to recreate the directory structure (e.g. by passing   the `-d' switch to PKUNZIP; WinZip and InfoZIP do it anyway,   by default).  If not, you'll have to delete it and start    again.   The Unix version is internally identical to the DOS/Windows    version, but comes in a .tar.gz file instead.  Uncompress    this in the usual way for your platform, probably either:       gunzip -cd libnet.tar.gz | tar -xf -   or, if you have GNU tar:       tar -xzf libnet.tar.gz   Having unzipped the library properly, you should have a   directory called `libnet' with the following subdirectories:   	docs        -   documentation   	include     -   holds the libnet.h header file   	lib         -   library code   	examples    -   example programs   	tests       -   miscellaneous test programs   	batfiles    -   batch files (may be used in building)   	makfiles    -   makefile stubs (may be used in building)   The `lib' directory should contain the following    subdirectories:      	core        -   core library code   	drivers     -   driver code   	include     -   internal header files      The `examples' directory will contain one subdirectory for   each example program.      The `docs' directory will contain documentation in various   formats.  You can download an extension archive containing    the source to this documentation from the Libnet web page,   and if you like you can browse the HTML documentation online   there too.4. Installation~~~~~~~~~~~~~~~   This is a source distribution; before you can use Libnet you   must build it.  There are two main ways to do this, either of    which may not apply on your platform.   4.1 Building using GNU Make   """""""""""""""""""""""""""   This is the only option for Unix and DJGPP, and also works for   RSXNTDJ and Mingw32.   First you must configure the build process by creating a file    `port.mak' describing your environment.      If you're using DJGPP, RSXNTDJ, Linux, FreeBSD, or Mingw32,    just copy the corresponding .mak file from the `makfiles'    directory to `port.mak' in the main directory.  You can then    edit this if you want to configure it a bit more.   For Mingw32, you need fileutils, and must set the MINGDIR    environment variable as appropriate for your system before    running `make install', e.g.       set MINGDIR=c:/mingw32   In general on Unix try using either the Linux or FreeBSD    versions as a base.  You will need GNU Make, whatever you use,    unless you also edit all of the makefiles.  I tested this on   Digital Unix 4.0 running on a DEC Alpha, and no changes were   needed to the Linux configuration -- but this machine had GNU   tools installed.   To build Libnet, simply run `make' from its base directory    (the one with `port.mak' in it).  This will compile everything,    producing `libnet.a' in the `lib' directory, various test    programs in the `tests' directory and possibly some example    programs, in the `examples' heirarchy, depending upon what    environment you're working in.   After building, you can remove intermediate files by   typing `make clean' from that same directory.   If something goes badly wrong and you need to rebuild the   library from scratch, run `make rebuild'.      If you switch to another environment, or just need to build    Libnet for more than one environment, run `make cleaner',   then replace `port.mak', and then rebuild as usual.      4.2 Building using batch files   """"""""""""""""""""""""""""""   For MSVC and other (DOSy) platforms that don't have GNU Make,   you can build Libnet using batch files.   Zeroth, if you are using MSVC, run `vcvars32.bat', which    should have come with the compiler.  Apparently this is    necessary to be able to use it from the command line.   First copy one of the batch files out of `batfiles' into the    top directory -- use `msvcmake.bat' for MSVC, `mingmake.bat'    for Mingw32, or `rsxmake.bat' for RSXNTDJ.  You might like to    rename the batch file to `make.bat' when you copy it.   Next, run the batch file.  It will build all of Libnet, by   default.  Alternatively, you can specify `lib', `tests' or    `examples' to build only that part of the library.  Note that   no dependency checking is performed, so make sure you have the    library built before building any of the programs.   4.3 Installing Libnet   """""""""""""""""""""   Libnet can install itself on some platforms.  What this means    depends upon your environment; for djgpp, this means copying    the library file to your djgpp `lib' directory and the header    file to your djgpp `include' directory.  For RSXNTDJ the    destinations are slightly different -- it's currently set up    for my system, but you'll probably want to modify them yourself    in `rsxntdj.mak' though.  For Linux, Unix and similar systems,    the default destinations (specified in `linux.mak') are    `/usr/local/lib' for the library and `/usr/local/include' for    the header file.  You probably won't be able to install them    here unless you're root.      To perform the installation, type `make install'.5. Uninstallation~~~~~~~~~~~~~~~~~   Uninstallation is possible on platforms where Libnet can    install itself.  To completely uninstall the library, run    `make veryclean'.  This will remove all object code and    executables, and it will delete the library libnet.a and    header file libnet.h from wherever you installed them (if    you actually did install them).  Again, you probably need    root priviledges to remove the installed files on a Unix    system.6. Usage instructions~~~~~~~~~~~~~~~~~~~~~   To use the library in your programs, you must:   - #include <libnet.h> in your source files that need it.  You     don't need to do this in files that don't call Libnet     routines and don't use Libnet structures.   - Link the library (`libnet.a' or `libnet.lib') into your      executables.  You can either pass it to the linker like a      normal object file, or just put `-lnet' at the end of the      linker command line (the one that generates the executable      file) if you installed it properly and are using GCC.   See the docs directory for details of what the functions do,   or the example programs for further guidance.7. Contacting the authors~~~~~~~~~~~~~~~~~~~~~~~~~   It's best to write to the netgame mailing list, so that more    users and developers will read your messages:         netgame@canvaslink.com      If you're not a member of the list, make this clear in your    message, otherwise you might not see the replies.  For    subscription instructions see the main documentation.   For queries about specific drivers, please see the   documentation for the driver in question.

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