Credits
Credits
Urho3D development, contributions and bugfixes by:
- Lasse Öörni (loorn, AgentC at GameDev.net) i@gm ail.c om
- Wei Tjong Yao
- Aster Jian
- Vivienne Anthony
- Colin Barrett
- Erik Beran
- Loic Blot
- Danny Boisvert
- Sergey Bosko
- Carlo Carollo
- Pete Chown
- Christian Clavet
- Sebastian Delatorre (primitivewaste)
- Josh Engebretson
- Chris Friesen
- Alex Fuller
- Mika Heinonen
- Jukka Jylänki
- Graham King
- Jason Kinzer
- Eugene Kozlov
- Gunnar Kriik
- Aliaksandr Kryvashein
- Artem Kulyk
- Rokas Kupstys
- Ali Kämäräinen
- Pete Leigh
- Frode 'Modanung' Lindeijer
- Thorbjørn Lindeijer
- Nathanial Lydick
- Xavier Maupeu
- Jonne Nauha
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Anton Petrov
- Vladimir Pobedinsky
- Franck Poulain
- Pranjal Raihan
- Nick Royer
- Miika Santala
- Anatoly Sennov
- Bengt Soderstrom
- Hualin Song
- James Thomas
- Joshua Tippetts
- Yusuf Umar
- Daniel Wiberg
- Steven Zhang
- AGreatFish
- BlueMagnificent
- Enhex
- Firegorilla
- Lumak
- Magic.Lixin
- Mike3D
- MonkeyFirst
- Newb I the Newbd
- OvermindDL1
- Skrylar
- TheComet93
- Y-way
- 1vanK
- andmar1x
- amadeus_osa
- atship
- att
- celeron55
- cosmy1
- damu
- dragonCASTjosh
- feltech
- fredakilla
- hdunderscore
- lvshiling
- marynate
- mightyCelu
- neat3d
- nemerle
- ninjastone
- proller
- raould
- rasteron
- reattiva
- rifai
- rikorin
- skaiware
- ssinai1
- svifylabs
- szamq
- thebluefish
- tommy3
- 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 (https://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 2.30.2 (http://www.angelcode.com/angelscript)
- Boost 1.61.0 (http://www.boost.org) - only used for AngelScript generic bindings
- Box2D 2.3.0 (http://box2d.org)
- Bullet 2.83.6 (http://www.bulletphysics.org)
- Civetweb 1.7 (https://github.com/civetweb/civetweb)
- FreeType 2.5.0 (https://www.freetype.org)
- GLEW 1.13.0 (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 0.2.2 (https://github.com/anrieff/libcpuid)
- Lua 5.1 (https://www.lua.org)
- LuaJIT 2.1.0+ (http://www.luajit.org)
- LZ4 r131 (https://github.com/Cyan4973/lz4)
- MojoShader (https://icculus.org/mojoshader)
- Mustache 1.0 (https://mustache.github.io, https://github.com/kainjow/Mustache)
- nanodbc 2.12.4 (https://lexicalunit.github.io/nanodbc)
- Open Asset Import Library (http://assimp.sourceforge.net)
- pugixml 1.7 (http://pugixml.org)
- rapidjson 0.11 (https://code.google.com/p/rapidjson)
- Recast/Detour (https://github.com/memononen/recastnavigation)
- SDL 2.0.4 (https://www.libsdl.org)
- SQLite 3.13.0 (https://www.sqlite.org)
- StanHull (https://codesuppository.blogspot.com/2006/03/john-ratcliffs-code-suppository-blog.html)
- stb_image 2.12 (https://nothings.org)
- stb_image_write 1.02 (https://nothings.org)
- stb_rect_pack 0.08 (https://nothings.org)
- stb_vorbis 1.09 (https://nothings.org)
- tolua++ 1.0.93 (defunct - 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. (https://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.