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/External/Notes.txt

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Possible License(s): Apache-2.0
  1. External Libraries that can be used by the Delta Engine (all optional)
  2. ======================================================================
  3. These are either just downloaded .dll files for the external projects or just
  4. compiled from the vanilla source code (and maybe applying some minor patches)!
  5. This is done to make updating to a newer version of any of these external
  6. libraries as easy as possible, you can obviously just replace them yourself
  7. and make sure it all still works in the Delta Engine (all the wrapper modules
  8. for all external libraries are always available as public open source).
  9. However, please remember that while developing you will need all assemblies
  10. that those external libraries require. For example the JigLibX requires XNA 4.0,
  11. Farseer, Bullet and Jitter physics engine have their own data types, but most
  12. of the physics engines (especially in C#) depended on XNA or some math
  13. framework in the past. The Delta Engine will merge all datatypes to their
  14. internal counterpart and make sure it runs fine on each platform.
  15. Please also note that some of these external libraries will ONLY work on
  16. windows, especially if they have native parts or use PInvoke to access features
  17. on Windows or other native libraries. Only pure .NET source code will compile
  18. if you add more libraries here and want to make a true multiplatform game.
  19. Contact the Delta Engine team with help if you want to use an external
  20. windows library. Sometimes there are options to support it on a range of
  21. other devices as well, but usually native code is not cross platform because
  22. you need a version for each of the platforms and future platforms cannot be
  23. supported as you need to compile it there too. Also note that many libraries
  24. are not used in this windows version when you use the Build System (even on
  25. Windows, but especially on other platforms). More optimized versions will be
  26. used by the build system, stripping will be done and changes are applied
  27. because each platform has different needs.
  28. Where to download the external libraries (and the version when this was written)
  29. we support directly (you can obviously always download a newer version or add
  30. your own external libraries and make sure they work for your game and platforms):
  31. * FarseerPhysics (3.3.1, 2011-04-11): http://farseerphysics.codeplex.com/
  32. * JigLibX (0.3.1 Beta, 2009-04-08): http://jiglibx.codeplex.com/
  33. and JigLibX patches at (2011-02-17): http://jiglibx.wikidot.com/
  34. * Jitter (0.1.5, 2011-06-07): http://code.google.com/p/jitterphysics/
  35. * CsVorbis (2009-03-23): https://github.com/mono/csvorbis
  36. * OpenTK (2010-10-06): http://www.opentk.com/
  37. Not included, but used in various Windows assemblies (but you only need those if you want to use them directly):
  38. * AvalonDock (1.3.3571, 2010-07-12): http://avalondock.codeplex.com/
  39. * WPF Property Grid (#74372, 2011-03-09): http://wpg.codeplex.com/
  40. * Vlc (2007-01-16): http://wiki.videolan.org/.Net_Interface_to_VLC
  41. Note: Not used in v0.9.0 anymore, the new updated Vlc library is now directly supported
  42. * SharpDX (2011-02-16): http://code.google.com/p/sharpdx
  43. * SlimDX (2011-03-01): http://slimdx.org/
  44. * WiimoteLib (v1.7, 2009-01-19): http://wiimotelib.codeplex.com/
  45. * Kinect (coming soon, 2011): http://research.microsoft.com/en-us/um/redmond/projects/kinectsdk/download.aspx
  46. * TagLib Sharp (2.0.3.7, 2010-03-20): http://taglib-sharp.sourcearchive.com/downloads/2.0.3.7plus-pdfsg-1/