97 lines
3.7 KiB
Plaintext
97 lines
3.7 KiB
Plaintext
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Note that this is the license only for original Sauerbraten code, and does
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not cover new code provided as part of the Tesseract engine. For the
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license governing those changes, please see the included "readme_tesseract.txt".
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Sauerbraten source code license, usage, and documentation.
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You may use the Sauerbraten source code if you abide by the ZLIB license
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http://www.opensource.org/licenses/zlib-license.php
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(very similar to the BSD license):
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LICENSE
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=======
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Sauerbraten game engine source code, any release.
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Copyright (C) 2001-2020 Wouter van Oortmerssen, Lee Salzman, Mike Dysart, Robert Pointon, and Quinton Reeves
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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LICENSE NOTES
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=============
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The license covers the source code found in the "src" directory of this
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archive as well as the .cfg files under the "data" directory. The included
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ENet network library which Sauerbraten uses is covered by an MIT-style
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license, which is however compatible with the above license for all
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practical purposes.
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Game media included in the game (maps, textures, sounds, models etc.)
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are NOT covered by this license, and may have individual copyrights and
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distribution restrictions (see individual readmes).
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USAGE
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=====
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Compiling the sources should be straight forward.
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Unix users need to make sure to have the development version of all libs
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installed (OpenGL, SDL, SDL_mixer, SDL_image, zlib). The included
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Makefile can be used to build.
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Windows users can use the included Visual Studio project files in the vcpp
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directory, which references the lib/include directories for the external
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libraries and should thus be self contained. Release mode builds will place
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executables in the bin dir ready for testing and distribution.
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An alternative to Visual Studio for Windows is MinGW/MSYS, which can be compiled
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using the provided Makefile. Another alternative for Windows is to compile under
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Code::Blocks with the provided vcpp/sauerbraten.cbp project file.
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The Sauerbraten sources are very small, compact, and non-redundant, so anyone
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wishing to modify the source code should be able to gain an overview of
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Sauerbraten's inner workings by simply reading through the source code in its
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entirety. Small amounts of comments should guide you through the more
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tricky sections.
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When reading the source code and trying to understand Sauerbaten's internal design,
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keep in mind the goal of Cube: minimalism. I wanted to create a very complete
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game / game engine with absolutely minimal means, and made a sport out of it
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keeping the implementation small and simple. Sauerbraten is not a commercial
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product, it is merely the author's idea of a fun little programming project.
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AUTHORS
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======
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Wouter "Aardappel" van Oortmerssen
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http://strlen.com
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Lee "eihrul" Salzman
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http://sauerbraten.org/lee/
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Mike "Gilt" Dysart
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Robert "baby-rabbit" Pointon
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http://www.fernlightning.com
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Quinton "Quin" Reeves
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http://www.redeclipse.net
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For additional authors/contributors, see the Sauerbraten binary distribution readme.
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