My STK mod, still WIP.
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Oddly enough it is reported as FeatureAvailable in Windows.
This fixes the screenshot bug.
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cmake On VS don't use a Source folder, which is just one 2013-11-15 22:45:14 +00:00
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#SuperTuxKart Build Status

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 http://supertuxkart.sourceforge.net/forum. If you need support, this would be the best place to start.

Hope you enjoy the game.

-- The SuperTuxKart development team.

##Hardware Requirements

  • You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher)
  • You should have a CPU that's running at 1GHz or better.
  • You'll need at least 512 MB of free VRAM (video memory).
  • Disk space: 400MB
  • 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 OS X 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).