various documentation updates

This commit is contained in:
James Turk 2003-09-22 23:39:35 +00:00
parent 201d5dda51
commit e15dd60348
5 changed files with 38 additions and 26 deletions

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@ -1,7 +1,7 @@
Dependencies are now available from http://zengine.sourceforge.net/dependencies/
ZE_dependencies_src.tar.bz2 is the source to the LGPL dependencies.
ZE_dependencies_VC.zip is everything needed for ZEngine under Visual C++.
ZE_dependencies_wing++.zip is everything needed for ZEngine under GCC based
ZE_dependencies_VC.zip contains prebuilt dependencies for Visual C++.
ZE_dependencies_wing++.zip contains prebuilt dependencies for GCC based
compilers (such as Dev-C++).
The home pages of each can be found:

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@ -4,12 +4,14 @@ Licensing Information for ##PRODUCT##:
This application makes use of ZEngine which is available from http://zengine.sourceforge.net/ and is licensed under a BSD-style license.
ZEngine uses PhysicsFS internally for reading from archives:
Physfs - http://icculus.org/physfs/ - http://cvs.icculus.org/horde/chora/co.php/LICENSE?rt=physfs&r=1.2
ZEngine uses the following LGPL (see lgpl.txt) libraries:
-SDL - http://libsdl.org
-SDL_image - http://libsdl.org/projects/SDL_image
-SDL_mixer - http://libsdl.org/projects/SDL_mixer
-SDL_ttf - http://libsdl.org/projects/SDL_ttf
-Physfs - http://icculus.org/physfs/
SDL - http://libsdl.org
SDL_image - http://libsdl.org/projects/SDL_image
SDL_mixer - http://libsdl.org/projects/SDL_mixer
SDL_ttf - http://libsdl.org/projects/SDL_ttf
SDL_Image makes use of the following libraries, each under it's own license:
libPNG - http://www.libpng.org/ - http://www.libpng.org/pub/png/src/libpng-LICENSE.txt
@ -17,16 +19,14 @@ SDL_Image makes use of the following libraries, each under it's own license:
JPEG library - http://www.ijg.org/
TIFF library - ftp://ftp.sgi.com/graphics/tiff/ - ftp://ftp.sgi.com/graphics/tiff/README
This application uses dynamic linking to comply with these licenses (namely the LGPL). The author(s) of this program is(are) making no claims that any of the above libraries are of their creation. By dynamically linking the LGPL libraries, including this notice, and providing mirrored source for the LGPL libraries at ##DOWNLOAD LOCATION##, the creator(s) comply/complies with the LGPL as well the respective licenses of all other libraries used.
-----
(Leave all this below the line out)
This is a license template for using ZEngine, if you are not using the 5 LGPL libraries listed you may remove the ones you are not using, and if you are not using SDL_image you dont need to include the part about SDL_Image libraries.
Your game's readme file (or some other location) should probably tell the end-user to look in this file for licensing information, and you should always include a copy of the LGPL along with this (to meet the requirements of the LGPL). A copy of the LGPL can be obtained from http://www.gnu.org/copyleft/lesser.txt.
This is a license template for using ZEngine, if you are not using the 4 LGPL libraries listed you may remove the ones you are not using, and if you are not using SDL_image you can drop the libPNG, zlib, JPEG, and TIFF libraries. If you have PhysFS disabled you can remove that section as well of course.
Your game's readme file (or some other location) should probably tell the end-user to look in this file for licensing information, and you should always include a copy of the LGPL along with this (to meet the requirements of the LGPL). A copy of the LGPL can be obtained from http://www.gnu.org/copyleft/lesser.txt. (Make sure you change the note "(see lgpl.txt)" to reflect what you call the lgpl text file in your release.)
Things to change in your version of this file:
##PRODUCT## should be the name of the application this notice is attached to.

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@ -3,15 +3,19 @@ upon have their own licenses, see readme.txt,lgpl.txt and dependencies.txt for
more info.
A Note From James:
I chose to license ZEngine under the most liberal license I could find.
I really didn't want to think that anybody would steal all the work put into
this engine and call it their own. I'd like to know if you're using it, but
I didn't choose a license that required it, and I'd also like to know what
you add to it or any problems you find in it, but I'm not going to require
any of that because there are people that will do that and people that
won't and I dont think the people that follow the rule follow it simply
because they have to and the people that violate open source licenses
aren't bright enough to have anything to contribute anyway.
I chose to license ZEngine under the most liberal license I could find for
a number of reasons. I really didn't want to think that anybody would steal all
the work put into this and call it their own, and the person that does would do
that even if it were under a more restrictive license. I would like to know
where ZEngine is being used, but I'm not going to require it and I'd also like
to know what you add to it or any problems you find in it. You shouldn't have
to be forced to help the community, because it is my belief that most people
will do what they can, and I can't possibly hope to understand all the complex
scenarios that may prevent someone from using a library under a certain license
so I'd prefer to give the user the freedom to make their code closed-source
where they feel it should be, but I'd like to encourage everyone to try to give
back to the community when possible. Generally the people that violate open
source licenses aren't bright enough to have anything to contribute.
Note: Files in the src/external and include/external directories are not part
of ZEngine, but may be used by ZEngine to interface with external libraries.

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@ -9,11 +9,11 @@ VI. History of ZEngine
------------------------------------------------------------
I. About ZEngine 0.8
ZEngine is a game library which is designed to compile that SDL and OpenGL
are available on. ZEngine is a set of classes and a main ZEngine class which
are designed to make game development easier and more organized. As of 0.7.7
ZEngine uses OpenGL to do the 2D display, so it is much faster and can take
advantage of hardware accelerated features. This file provides a simple
ZEngine is a game library which is designed for any platform that SDL and/or
OpenGL is available on. ZEngine is a set of classes and a main ZEngine class
which are designed to make game development easier and more organized. As of
0.7.7 ZEngine can use OpenGL to do the 2D display, so it is much faster and can
take advantage of hardware accelerated features. This file provides a simple
overview of using it, more on the subject can be found in the docs and at
http://zengine.sourceforge.net/tutorials/.
------------------------------------------------------------
@ -30,7 +30,7 @@ ZEngine can be built on any system any system that has SDL and OpenGL
available. If you are in VC++ the folder vc7 contains project files for use,
Dev-C++ project files are in the devcpp folder, and if you are in a gcc
compiler you can change the config & makefile to meet your needs.
-If you are using VC++ you will need to add the path to the dependencies (SDL
-If you are using an IDE you will need to add the path to the dependencies (SDL
and others) as well as the path to ZEngine before building.
See dependencies.txt for information on obtaining the dependencies.
@ -103,5 +103,12 @@ unlike DirectX where Input and Graphics were entirely separate things. ZEngine
runs a lot faster on most systems now, due to the OpenGL rendering, and as a
little treat I threw in just in time for the 0.8.0 release, ZEngine attempts
to detect surface loss, and even provides methods to restore it.
From 0.8.0 to 0.8.5 some very large changes were made to separate ZEngine
from other simple 2D apis. Features such as an optional framerate limiter,
error handling, convenient overloads, an extremely extensible particle system,
and better support for more compilers. Also as ZEngine stabilizes more small
features, bugfixes, cleanups and enhancements to existing code have been made
and the number of users (at least what is indicated by the number of emails
and IMs I've been getting) has been rising steadily.
-James Turk james@conceptofzero.net

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@ -1,4 +1,5 @@
ZEngine Todo List
-'ZDisplayList' class or similar solution.
-Add Support for PhysFS in ZMusic. (Waiting on SDL_mixer.)
-ZSprite class (using XML layout?)
-Entirely New ZFont class, using display lists (possible)