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#SuperTuxKart
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SuperTuxKart is a free kart racing game. It is focusing on fun and
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not on realistic kart physics. Instruction can be found on the
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in-game help page.
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The SuperTuxKart homepage can be found at: <http://supertuxkart.sourceforge.net>
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The official SuperTuxKart forum is at <http://supertuxkart.sourceforge.net/forum>. If you need support,
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this would be the best place to start.
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2008-02-18 23:01:03 -05:00
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2007-05-27 12:01:53 -04:00
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Hope you enjoy the game.
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2014-01-15 12:20:53 -05:00
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-- The SuperTuxKart development team.
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##Hardware Requirements
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* You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher)
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* You should have a CPU that's running at 1GHz or better.
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* You'll need at least 512 MB of free VRAM (video memory).
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* Disk space: 400MB
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* Ideally, you want a joystick with at least 6 buttons.
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2010-09-27 21:06:37 -04:00
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2014-01-15 12:20:53 -05:00
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##Compiling SuperTuxKart
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###Windows
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A project file for Visual Studio 9 (e.g. the free 2008 express
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edition) is included in the sources in `src/ide/vc9`. A separate
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dependency package is available on SuperTuxKart's sourceforge
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page, which includes all necessary libraries, header files,
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and dlls to compile and run the source code.
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While compilation with cygwin is not officially supported,
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this has been done (check with the forum for details).
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###Mac OS X
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The latest information about compilation on Mac are on our wiki:
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<http://supertuxkart.sourceforge.net/Building_and_packaging_on_OSX>
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The Xcode project file is in `/src/ide/Xcode/`, but it still
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requires that all dependencies are installed as explained on the wiki.
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###UNIX
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See `INSTALL` for details.
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##License
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This software is released under the GNU General Public License (GPL) which
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can be found in the file `LICENSE` in the same directory as this file.
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Information about the licenses for artwork are contained in
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`data/licenses`.
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##3D coordinates
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A reminder for those looking at the code and 3d models:
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STK : X right, Y up, Z forwards
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Blender: X right, Y forwards, Z up
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The exporters perform the needed transform, so in Blender you just work
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with XY plane as ground, and things will appear fine in STK (using XZ
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as ground in the code, obviously).
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