My STK mod, still WIP.
Go to file
hilnius 840faec44b missing include
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/hilnius@13383 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-07-29 15:30:17 +00:00
cmake Some minor cleanup in cmake 2013-03-15 23:02:05 +00:00
data merging uni's branch 2013-07-24 15:43:54 +00:00
doc trying to fix a bug concerning the state modification during asynchronous messages 2013-07-18 13:55:42 +00:00
lib Merged r13349 from trunk, which fixes creation of VS project files with cmake. 2013-07-28 02:03:06 +00:00
m4 Applied SciYann's build system improvement. 2009-01-02 19:34:38 +00:00
src missing include 2013-07-29 15:30:17 +00:00
tools Updated Asian fonts again, this time including ky. 2012-12-03 00:20:45 +00:00
acinclude.m4 More SVN property fixes. 2009-02-25 23:08:07 +00:00
AUTHORS More SVN property fixes. 2009-02-25 23:08:07 +00:00
autogen.sh - simplified autogen.sh to use autoreconf (instead of manually maintaining 2008-05-25 19:42:48 +00:00
ChangeLog Added 'updated sand track'. 2012-12-11 02:50:14 +00:00
CHANGES More SVN property fixes. 2009-02-25 23:08:07 +00:00
CMakeLists.txt Merged r13349 from trunk, which fixes creation of VS project files with cmake. 2013-07-28 02:03:06 +00:00
config.rpath Applied SciYann's build system improvement. 2009-01-02 19:34:38 +00:00
configure.ac Update build system. 2013-04-10 00:13:49 +00:00
COPYING Remove obsolete license info from the COPYING file as per qubodup's forum suggestion 2012-06-26 21:14:06 +00:00
INSTALL Fixed typo. 2012-11-08 22:33:48 +00:00
Makefile.am Fixed distribution of cmake files with autotools. 2011-11-14 22:29:15 +00:00
README Just a test of my plugin for CIA remplacement 2012-11-05 21:27:43 +00:00
reconf.sh As suggested by Christoph Debian, don't use csh for shell in reconf 2010-11-05 17:37:00 +00:00
sources.cmake adding a way to have a network kart selection screen inheriting the normal kart_selection_screen 2013-07-27 23:13:03 +00:00
SVN-CONFIG Minor update to svn config, to ignore blend1 and blend2 in media repo 2012-12-01 16:33:45 +00:00
TODO Merge changes to README and TODO from branch to trunk 2011-04-04 15:19:50 +00:00
update_file_list.sh CMake: mimic folder hierarchy with source_group for MSVC 2012-03-15 12:41:52 +00:00

SuperTuxKart
============
SuperTuxKart is a free kart racing game. It is focusing on fun and
not on realistic kart physics. Instruction can be found on the
in-game help page.

The SuperTuxKart homepage can be found at:

  http://supertuxkart.sourceforge.net

The official SuperTuxKart forum is at. If you need support,
this would be the best place to start.

  http://supertuxkart.sourceforge.net/forum

Hope you enjoy the game.
 - The SuperTuxKart development team.


HARDWARE REQUIREMENTS
=====================
* You need a 3D graphics card that supports OpenGL or Mesa.
* You should have a CPU that's running at 450MHz or better.
* You'll need at least 600 MB of free RAM. 
* Ideally, you want a joystick with at least 6 buttons.


COMPILING SuperTuxkart
======================

WINDOWS
-------
A project file for Visual Studio 9 (e.g. the free 2008 express 
edition) is included in the sources in src/ide/vc9. A separate
dependency package is available on SuperTuxKart's sourceforge 
page, which includes all necessary libraries, header files, 
and dlls to compile and run the source code.

While compilation with cygwin is not officially supported,
this has been done (check with the forum for details).

MAC OSX
-------
The latest information about compilation on Mac are on our wiki:
http://supertuxkart.sourceforge.net/Building_and_packaging_on_OSX
The Xcode project file is in /src/ide/Xcode/, but it still 
requires that all dependencies are installed as explained on the wiki.

UNIX
----
See INSTALL for details.


LICENSE
=======
This software is released under the GNU General Public License (GPL) which
can be found in the file 'LICENSE' in the same directory as this file.
Information about the licenses for artwork are contained in 
data/licenses.


3D COORDINATES
==============
A reminder for those looking at the code and 3d models:

STK    : X right, Y up,       Z forwards
Blender: X right, Y forwards, Z up

The exporters perform the needed transform, so in Blender you just work
with XY plane as ground, and things will appear fine in STK (using XZ
as ground in the code, obviously).