Improved fork of the Cube 2 engine
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  1. Sauerbraten source code license, usage, and documentation.
  2. You may use the Sauerbraten source code if you abide by the ZLIB license
  4. (very similar to the BSD license):
  6. =======
  7. Sauerbraten game engine source code, any release.
  8. Copyright (C) 2001-2012 Wouter van Oortmerssen, Lee Salzman, Mike Dysart, Robert Pointon, and Quinton Reeves
  9. This software is provided 'as-is', without any express or implied
  10. warranty. In no event will the authors be held liable for any damages
  11. arising from the use of this software.
  12. Permission is granted to anyone to use this software for any purpose,
  13. including commercial applications, and to alter it and redistribute it
  14. freely, subject to the following restrictions:
  15. 1. The origin of this software must not be misrepresented; you must not
  16. claim that you wrote the original software. If you use this software
  17. in a product, an acknowledgment in the product documentation would be
  18. appreciated but is not required.
  19. 2. Altered source versions must be plainly marked as such, and must not be
  20. misrepresented as being the original software.
  21. 3. This notice may not be removed or altered from any source distribution.
  23. =============
  24. The license covers the source code found in the "src" directory of this
  25. archive as well as the .cfg files under the "data" directory. The included
  26. ENet network library which Sauerbraten uses is covered by an MIT-style
  27. license, which is however compatible with the above license for all
  28. practical purposes.
  29. Game media included in the game (maps, textures, sounds, models etc.)
  30. are NOT covered by this license, and may have individual copyrights and
  31. distribution restrictions (see individual readmes).
  32. USAGE
  33. =====
  34. Compiling the sources should be straight forward.
  35. Unix users need to make sure to have the development version of all libs
  36. installed (OpenGL, SDL, SDL_mixer, SDL_image, zlib). The included
  37. Makefile can be used to build.
  38. Windows users can use the included Visual Studio project files in the vcpp
  39. directory, which references the lib/include directories for the external
  40. libraries and should thus be self contained. Release mode builds will place
  41. executables in the bin dir ready for testing and distribution.
  42. An alternative to Visual Studio for Windows is MinGW/MSYS, which can be compiled
  43. using the provided Makefile. Another alternative for Windows is to compile under
  44. Code::Blocks with the provided vcpp/sauerbraten.cbp project file.
  45. The Sauerbraten sources are very small, compact, and non-redundant, so anyone
  46. wishing to modify the source code should be able to gain an overview of
  47. Sauerbraten's inner workings by simply reading through the source code in its
  48. entirety. Small amounts of comments should guide you through the more
  49. tricky sections.
  50. When reading the source code and trying to understand Sauerbaten's internal design,
  51. keep in mind the goal of Cube: minimalism. I wanted to create a very complete
  52. game / game engine with absolutely minimal means, and made a sport out of it
  53. keeping the implementation small and simple. Sauerbraten is not a commercial
  54. product, it is merely the author's idea of a fun little programming project.
  56. ======
  57. Wouter "Aardappel" van Oortmerssen
  59. Lee "eihrul" Salzman
  61. Mike "Gilt" Dysart
  62. Robert "baby-rabbit" Pointon
  64. Quinton "Quin" Reeves
  66. For additional authors/contributors, see the Sauerbraten binary distribution readme.