dbdb112cfa
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6157 178a84e3-b1eb-0310-8ba1-8eac791a3b58
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
SuperTuxKart
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============
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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:
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http://supertuxkart.sourceforge.net
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The official SuperTuxKart forum is at. If you need support,
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this would be the best place to start.
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http://supertuxkart.sourceforge.net/forum
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Hope you enjoy the game.
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- The SuperTuxKart development team.
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HARDWARE REQUIREMENTS
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=====================
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* You need a 3D graphics card that supports OpenGL or Mesa.
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* You should have a CPU that's running at 450MHz or better.
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* You'll need at least 128Mb RAM.
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* A sound card would be nice - but it's not essential.
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* Ideally, you want a joystick with at least 6 buttons.
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COMPILING SuperTuxkart
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======================
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WINDOWS
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-------
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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 OSX
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-------
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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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----
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See INSTALL for details.
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LICENSE
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=======
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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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==============
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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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