/External/Notes.txt
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Possible License(s): Apache-2.0
- External Libraries that can be used by the Delta Engine (all optional)
- ======================================================================
-
- These are either just downloaded .dll files for the external projects or just
- compiled from the vanilla source code (and maybe applying some minor patches)!
-
- This is done to make updating to a newer version of any of these external
- libraries as easy as possible, you can obviously just replace them yourself
- and make sure it all still works in the Delta Engine (all the wrapper modules
- for all external libraries are always available as public open source).
-
- However, please remember that while developing you will need all assemblies
- that those external libraries require. For example the JigLibX requires XNA 4.0,
- Farseer, Bullet and Jitter physics engine have their own data types, but most
- of the physics engines (especially in C#) depended on XNA or some math
- framework in the past. The Delta Engine will merge all datatypes to their
- internal counterpart and make sure it runs fine on each platform.
-
- Please also note that some of these external libraries will ONLY work on
- windows, especially if they have native parts or use PInvoke to access features
- on Windows or other native libraries. Only pure .NET source code will compile
- if you add more libraries here and want to make a true multiplatform game.
- Contact the Delta Engine team with help if you want to use an external
- windows library. Sometimes there are options to support it on a range of
- other devices as well, but usually native code is not cross platform because
- you need a version for each of the platforms and future platforms cannot be
- supported as you need to compile it there too. Also note that many libraries
- are not used in this windows version when you use the Build System (even on
- Windows, but especially on other platforms). More optimized versions will be
- used by the build system, stripping will be done and changes are applied
- because each platform has different needs.
-
- Where to download the external libraries (and the version when this was written)
- we support directly (you can obviously always download a newer version or add
- your own external libraries and make sure they work for your game and platforms):
- * FarseerPhysics (3.3.1, 2011-04-11): http://farseerphysics.codeplex.com/
- * JigLibX (0.3.1 Beta, 2009-04-08): http://jiglibx.codeplex.com/
- and JigLibX patches at (2011-02-17): http://jiglibx.wikidot.com/
- * Jitter (0.1.5, 2011-06-07): http://code.google.com/p/jitterphysics/
- * CsVorbis (2009-03-23): https://github.com/mono/csvorbis
- * OpenTK (2010-10-06): http://www.opentk.com/
-
- Not included, but used in various Windows assemblies (but you only need those if you want to use them directly):
- * AvalonDock (1.3.3571, 2010-07-12): http://avalondock.codeplex.com/
- * WPF Property Grid (#74372, 2011-03-09): http://wpg.codeplex.com/
- * Vlc (2007-01-16): http://wiki.videolan.org/.Net_Interface_to_VLC
- Note: Not used in v0.9.0 anymore, the new updated Vlc library is now directly supported
- * SharpDX (2011-02-16): http://code.google.com/p/sharpdx
- * SlimDX (2011-03-01): http://slimdx.org/
- * WiimoteLib (v1.7, 2009-01-19): http://wiimotelib.codeplex.com/
- * Kinect (coming soon, 2011): http://research.microsoft.com/en-us/um/redmond/projects/kinectsdk/download.aspx
- * TagLib Sharp (2.0.3.7, 2010-03-20): http://taglib-sharp.sourcearchive.com/downloads/2.0.3.7plus-pdfsg-1/