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<TITLE>Crystal Space: Contributors</TITLE>

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<HR SIZE=1>
<H2> 1.12 Crystal Space Contributors </H2>
<!--docid::SEC15::-->
<P>

This is a list of people who have contributed to Crystal Space in one way or
another.  Some of these people are no longer active with Crystal Space and may
not be reachable.  This list is sorted chronologically based upon the first
time a person contributed to the project.
</P><P>

<UL>
<LI>
Jorrit Tyberghein (<A HREF="mailto:jorrit.tyberghein@uz.kuleuven.ac.be">jorrit.tyberghein@uz.kuleuven.ac.be</A>)
<P>

Jorrit is the main author of Crystal Space.  He wrote the initial engine with
the main current functionality.  He is still the main driving force of the
project.  Contact him for any general and strategic questions as well as
specific implementation issues.  Jorrit's home address is Schoonstraat 11,
3020 Veltem Beisem, BELGIUM.
</P><P>

<LI>
Andon M. Coleman
<P>

Andon patched 3ds2lev so it works correctly for
non-texture mapped 3DS objects.
</P><P>

<LI>
Murat Demircioglu (<A HREF="mailto:demircio@boun.edu.tr">demircio@boun.edu.tr</A>)
<P>

Murat was the first contributor for Crystal Space.  He provided the first
steps to porting Crystal Space to DOS.  Parts of his code are still
present in the current version.
</P><P>

<LI>
David N. Arnold (<A HREF="mailto:derek_arnold@fuse.net">derek_arnold@fuse.net</A>)
<P>

David enhanced the DOS port made by Murat.  He added C++ classes and
VESA support.  David also wrote the original Pentium assembler version of
`<TT>scan.cpp</TT>'.
</P><P>

<LI>
Loic Dachary (<A HREF="mailto:loic@gnu.org">loic@gnu.org</A>)
<P>

Loic added a patch for better error reporting when a plugin
can't load and also did some work on better compatibility with
autoconf.
</P><P>

<LI>
Brendan Burns (<A HREF="mailto:bburns@genet.cs.umass.edu">bburns@genet.cs.umass.edu</A>)
<P>

Brendan worked on a memory canvas which can render to a memory buffer instead
of a window.
</P><P>

<LI>
Nathaniel Saint Martin (<A HREF="mailto:noote@bigfoot.com">noote@bigfoot.com</A>)
<P>

Nathaniel is a very eager Crystal Space fan.  He even has his own web page
dedicated to Crystal Space:
</P><P>

<A HREF="http://www.bigfoot.com/~noote/CrystalSpace">http://www.bigfoot.com/~noote/CrystalSpace</A>
</P><P>

He enhanced Arnold's DOS port again so that it worked with the Watcom C++
compiler.  He also suggested and implemented a considerable restructuring of
the system-dependent stuff with every port having its own directory.  He is
also the original author of the input/output console.  Nathaniel was also the
first to actually present me with an almost working Windows 95 version with
source! Nathaniel is also responsible for most of the sound support code in
Crystal Space.  He made the basic sound system, wrote the Windows drivers and
wrote support for 3D sound.  Nathaniel created the config utility which allows
for easier editing of `<TT>cryst.cfg</TT>'; currently only for Windows and
DOS.  In addition he also enhanced the (now non-existant) CSAR
utility.  He also helped develop the Windows/Direct3D and Windows/OpenGL
versions and is co-author of the Glide port.  His latest work has been some
enhancements on the 3D sprites including two convertors from Quake `<TT>.mdl</TT>'
and Quake 2 `<TT>.md2</TT>' to Crystal Space.
</P><P>

<LI>
Jyrki O Saarinen (<A HREF="mailto:jxsaarin@cc.helsinki.fi">jxsaarin@cc.helsinki.fi</A>)
<P>

Jyrki made the original Amiga port of Crystal Space.  This old port can still
be found at the following location.  Beware, however, that it is extremely
obsolete.
</P><P>

<A HREF="http://www.helsinki.fi/~jxsaarin/crystalspace/">http://www.helsinki.fi/~jxsaarin/crystalspace/</A>
</P><P>

<LI>
Steve Israelson (<A HREF="mailto:pfhorte@rogers.wave.ca">pfhorte@rogers.wave.ca</A>)
<P>

Steve made the pre-Carbon Macintosh port of Crystal Space.  He also did some
optimizations on the assembler `<SAMP>draw_scanline()</SAMP>' routines.  Steve made the
first preliminary physics system and also implemented an easy uniform kind of
dynamic lighting useful for fluorescent lights and such.  Steve greatly
enhanced the routines to parse the map format.
</P><P>

<LI>
Bill Bohan (<A HREF="mailto:zorn@technologist.com">zorn@technologist.com</A>)
<P>

Bill contributed the first free textures for Crystal Space.
</P><P>

<LI>
Ang See Chai (<A HREF="mailto:lynx@tm.net.my">lynx@tm.net.my</A>)
<P>

Ang See contributed another set of textures.
</P><P>

<LI>
Jaison Lee (<A HREF="mailto:jaison@apk.net">jaison@apk.net</A>)
<P>

Jaison gave me a new version of `<TT>police.fnt</TT>' which doesn't give an error
on the Borland compiler.
</P><P>

<LI>
Phil Harvey (<A HREF="mailto:filrv@syroxdev.co.uk">filrv@syroxdev.co.uk</A>)
<P>

Phil suggested a statistics counter so that you can see the number of polygons
considered and drawn each frame.  He helped with Nathaniel to get the Windows
32-bit port working.  Phil patched <CODE>find_rgb_slow()</CODE> to make it slightly
faster (but he forgot to rename it to <CODE>find_rgb_slow_somewhat_faster()</CODE>.
:-)
</P><P>

<LI>
Tor Andersson (<A HREF="mailto:d97ta@efd.lth.se">d97ta@efd.lth.se</A>)
<P>

Tor contributed some textures.  He also donated code for reading several file
formats and a virtual machine.  This code has not been integrated with Crystal
Space yet but you can find his code in the `<TT>contrib</TT>' directory.  Tor gave
me a `<TT>dj_joy.c</TT>' file (in the `<TT>contrib</TT>' directory) which is an
example on how to use the joystick from within DOS with DJGPP.  He
also added JPG support to Crystal Space and support for the mouse in
DJGPP.
</P><P>

<LI>
Alessandro Russo (<A HREF="mailto:alessandro.russo@ntt.it">alessandro.russo@ntt.it</A>)
<P>

Alessandro gave me a patch for the X version of Crystal Space which
allows simultaneous keypresses and disables autorepeat.  This makes movement
much more smoother.  Alessandro Russo presented me with a patch to fix the
autorepeat problem (in X-windows).
</P><P>

<LI>
Gary Clark (<A HREF="mailto:GaryC@jeld-wen.com">GaryC@jeld-wen.com</A>)
<P>

Gary designed the basic framework of the Graphics3D class and I helped him
start to implement this.  Gary also made an extension so that Crystal Space can
now use accurate RGB light sourcing.  Since this slows down the texture
cache a bit I have made it optional (using `<TT>cryst.cfg</TT>').  Also added a
patch from Gary Clark to fix the problem with the X version of Crystal
Space that Crystal Space would not immediately start drawing but only after
an expose event was generated.  He gave me the `<TT>lin_joy.cpp</TT>' file (in the
`<TT>contrib</TT>' directory) which is an example on how to use the joystick from
within Linux.
</P><P>

<LI>
Karlis Freivalds (<A HREF="mailto:karlisf@cclu.lv">karlisf@cclu.lv</A>)
<P>

Karlis found and fixed a few stupid bugs in `<TT>wcc/watcom.cpp</TT>'.  I wonder
how this version could work before he fixed it.  :-)
</P><P>

<LI>
Darius Snapkauskas (<A HREF="mailto:snapkus@iname.com">snapkus@iname.com</A>)
<P>

Darius was busy with 3D sprites.  He contributed some unfinished stubs for his
work.  Unfortunately he seemed to have stopped supporting it.  His code has
now been moved to the attic directory.  The current 3D sprites in Crystal
Space are developed by Jorrit Tyberghein.
</P><P>

<LI>
Dan Ogles (<A HREF="mailto:dogles@peachtree.com">dogles@peachtree.com</A>)
<P>

Dan provided a patch for `<SAMP>printf()</SAMP>' so that it also works with the
Windows port.  Dan made the Direct3D port for Windows! He greatly enhanced the
Windows port and also added 16-bit support for Windows.  His greatest work up
to now is converting the 3D and 2D graphics subsystems to COM.  He thus
provided the foundations for the COM system (also on non-Windows
platforms) that Crystal Space used in the past.  He also contributed the
Halo code to Crystal Space.
</P><P>

<LI>
Robert Blum (<A HREF="mailto:r.blum@advertainment.com">r.blum@advertainment.com</A>)
<P>

Robert patched Dan Ogles' `<SAMP>printf()</SAMP>' patch so that there is no more
buffer overrun and also found a bug in `<TT>gifload.cpp</TT>'.  He also ran a
memory debugger on Crystal Space and found/fixed many bugs related to that.
</P><P>

<LI>
Anis Ahmad (<A HREF="mailto:anis@cyberus.ca">anis@cyberus.ca</A>)
<P>

Anis updated the makefiles for Watcom C++ for both Crystal Space and
CSAR.  He also made the Crystal Space editor for Windows 95 which is
unfortunately no longer supported.
</P><P>

<LI>
Andrew Zabolotny (<A HREF="mailto:bit@eltech.ru">bit@eltech.ru</A>)
<P>

Andrew is one of the developers who does far more work than can possibly be
detailed in this small blurb, and his contribution to Crystal Space is far
more extensive than this tiny entry implies. Here is an excerpt of his
contributions:
</P><P>

<UL>
<LI>
He helped a lot with general project maintenance and bug fixing.
<LI>
He ported Crystal Space to OS/2.
<LI>
He changed Crystal Space to read/write ZIP files instead of the
CSAR archive format.
<LI>
He enhanced Crystal Space to read PNG files.
<LI>
He did a <EM>major</EM> rewrite of the system dependent stuff and made a lot of
support classes for that.
<LI>
Andrew wrote the 2D sprites.
<LI>
Andrew wrote CSWS, the Crystal Space Windowing System and is also busy
writing MazeD, a Crystal Space level editor.
<LI>
Andrew did very good work on <CODE>DrawPolygon()</CODE> and
<CODE>DrawPolygonQuick()</CODE>. He also contributed to the halo code and to the
graphics drivers in general. He introduced the first MMX support.
<LI>
He also rewrote the DJGPP port (non-Allegro)
to use 16-bit and also support more video modes.
<LI>
He recently ported almost all assembly to NASM and wrote a few new
routines.
<LI>
He also improved speed of fog and alpha transparency a lot.
<LI>
He is also responsible for the current makefile system.
<LI>
Andrew is also the author of VFS (Virtual File System).
<LI>
His latest achievement is converting the COM subsystem in Crystal Space
to a new SCF system.
<LI>
He also rewrote the `<TT>csfgen</TT>' application.
<LI>
He contributed to the engine, the level loader, the event system and various
other parts of Crystal Space.
<LI>
He wrote a nice memory debugger.
</UL>
<P>

<LI>
John Lilley (<A HREF="mailto:jlilley@empathy.com">jlilley@empathy.com</A>)
<P>

John manages the Crystal Space Texture Archive.  It can be found at:
</P><P>

<A HREF="http://www.empathy.com">http://www.empathy.com</A>
</P><P>

<LI>
Jon Heiner (<A HREF="mailto:jonh@MIT.EDU">jonh@MIT.EDU</A>)
<P>

Jon provided a few patches and a makefile for the SGI/IRIX port.
</P><P>

<LI>
Andrew Apted (<A HREF="mailto:ajapted@netspace.net.au">ajapted@netspace.net.au</A>)
<P>

Andrew ported Crystal Space to the GGI library.  More information at:
</P><P>

<A HREF="http://www.ggi-project.org/">http://www.ggi-project.org/</A>
</P><P>

<LI>
Paul Garceau (<A HREF="mailto:pgarceau@teleport.com">pgarceau@teleport.com</A>)
<P>

Paul contributed a makefile for Windows NT with GCC and helped to
maintain that port.
</P><P>

<LI>
Ralf Eisele (<A HREF="mailto:eiselera@pcpool1.informatik.uni-ulm.de">eiselera@pcpool1.informatik.uni-ulm.de</A>)
<P>

Ralf updated the Amiga port to Crystal Space version 0.09.
</P><P>

<LI>
Maurice Vosmeijer (<A HREF="mailto:Maurice.Vosmeijer@ehv.sc.philips.com">Maurice.Vosmeijer@ehv.sc.philips.com</A>)
<P>

Maurice helped to maintain the Amiga port at one time.
</P><P>

<LI>
Ivan Avramovic (<A HREF="mailto:iavramov@ibm.net">iavramov@ibm.net</A>)
<P>

Ivan cleaned all the matrix/vector stuff and rewrote the <CODE>csCamera</CODE>
class.  He also helped a lot with cleaning up the perspective projection and
clipping.  He made some considerable improvements there.  He also helped fix a
lot of bugs with portals and clipping.  Ivan also enhanced the image loader
classes to make it possible to dynamically add new image formats even with a
pre-compiled Crystal Space library.  He also rewrote the loader routines and
added the <CODE>csObject</CODE> library which is now used in Crystal Space.  He also
seperated the scripting stuff from the engine.
</P><P>

<LI>
Slavik Levtchenko (<A HREF="mailto:Smirnov@bbs.math.spbu.ru">Smirnov@bbs.math.spbu.ru</A>)
<P>

Slavik created the current Watcom port with 16-bit display support.
</P><P>

<LI>
Markus F.X.J. Oberhumer (<A HREF="mailto:k3040e4@wildsau.idv-edu.uni-linz.ac.at">k3040e4@wildsau.idv-edu.uni-linz.ac.at</A>)
<P>

Markus provided a small patch for the X-windows port.
</P><P>

<LI>
Trochu Xavier (<A HREF="mailto:xtrochu@yahoo.com">xtrochu@yahoo.com</A>)
<P>

Trochu wrote the <EM>How-To</EM> describing how to compile Crystal Space with
Visual C++ for Windows 95 and also contributed a few small patches to the
Windows 95 version.  He also contributed up-to-date project files for Visual
C++.  He also ported Crystal Space to the Glide API (together with
Nathaniel)!
</P><P>

<LI>
Thomas Ogbuji, Chimezie (<A HREF="mailto:thomasog@uiuc.edu">thomasog@uiuc.edu</A>)
<P>

Thomas Ogbuji wrote the Crystal Space map file to VRML convertor in
Java.  He also wrote the Java Crystal Space map file editor (not really a
level editor, but for editing map files).
</P><P>

<LI>
Helge Foerster (<A HREF="mailto:Helge.Foerster@t-online.de">Helge.Foerster@t-online.de</A>)
<P>

Helge suggested the algorithm for texel filtering which is now in Crystal
Space.
</P><P>

<LI>
Charles Vidal (<A HREF="mailto:vidalc@club-internet.fr">vidalc@club-internet.fr</A>)
<P>

Charles gave contributed a TCL/TK script for launching Crystal
Space.
</P><P>

<LI>
Olivier Langlois (<A HREF="mailto:olanglois@sympatico.ca">olanglois@sympatico.ca</A>)
<P>

Oliver made a few fixes to the event system in Crystal Space and ported
Crystal Space to Borland C++.  He also found and fixed some memory leaks.  He
also contributed the MemoryHeap class for the texture cache.  Olivier also
ported the GCC assembler functions to Visual C++ and implemented a few
additional Visual C++ assembly functions.  He also implemented the BMP
loader class.  He also optimized and helped optimize several key-functions in
the engine pipeline.  For example, he managed to nearly <EM>double</EM>the speed
of the assembler scanline drawers! Lightmap generation and math functions were
also improved.
</P><P>

<LI>
Alex Pfaffe (<A HREF="mailto:ddg@oz.net">ddg@oz.net</A>)
<P>

Alex integrated Crystal Space with the VCOLLIDE library for collision
detection.  Later he removed VCOLLIDE and used RAPID instead.  He
then rewrote RAPID to work better with Crystal Space.  He also
contributed the DDG landscape engine which used to be integrated with
Crystal Space.
</P><P>

<LI>
Antonio Gascon (<A HREF="mailto:434961@cepsz.unizar.es">434961@cepsz.unizar.es</A>)
<P>

Antonio provided a few notes which allowed a few matrix inversions to be
optimized away.
</P><P>

<LI>
Doug Rabson (<A HREF="mailto:dfr@nlsystems.com">dfr@nlsystems.com</A>)
<P>

Doug helped fixed a possible memory leak in the X port with SHM
extension.
</P><P>

<LI>
Jeff Lundin (<A HREF="mailto:jlundin@fz.ml.org">jlundin@fz.ml.org</A>)
<P>

Jeff helped with the DJGPP port.
</P><P>

<LI>
Philipp Spoth (<A HREF="mailto:Spoeth@t-online.de">Spoeth@t-online.de</A>)
<P>

Philipp helped with optimizing the texture cache.  Philipp also helped
optimize a few other routines.
</P><P>

<LI>
Xavier Hosxe (<A HREF="mailto:xhosxe@cyrano.com">xhosxe@cyrano.com</A>)
<P>

Xavier contributed a few patches which allowed Crystal Space to compile with
the EGCS compiler.  For one reason or another this compiler doesn't
support a C++ construction which other compilers do support.
</P><P>

<LI>
Rodolphe Ortalo (<A HREF="mailto:ortalo@laas.fr">ortalo@laas.fr</A>)
<P>

Rodolphe patched the Glide port so that it works on Linux.  He also provided
output from Purify which helped a lot for debugging Crystal Space.
</P><P>

<LI>
Greg Ewing (<A HREF="mailto:greg@cosc.canterbury.ac.nz">greg@cosc.canterbury.ac.nz</A>)
<P>

Greg contributed a patch which greatly speeds up the computing of the initial
palette table.
</P><P>

<LI>
Vyacheslav L. Chupyatov (<A HREF="mailto:sla@istu.udm.ru">sla@istu.udm.ru</A>)
<P>

Vyacheslav suggested some fixes so that Crystal Space compiles with Watcom C++
v11.  He also contributed a few makefiles for Watcom C++ and fixed a few small
bugs.
</P><P>

<LI>
Dmitry Derevyanko (<A HREF="mailto:dmitryd@robotics.eecs.berkeley.edu">dmitryd@robotics.eecs.berkeley.edu</A>)
<P>

Dmitry helped by running Purify and solving a lot of bugs that way.  He also
contributed makefiles for IRIX/SGI.
</P><P>

<LI>
Xavier Pianet (<A HREF="mailto:xavier@planet.dk">xavier@planet.dk</A>)
<P>

Xavier ported Crystal Space to BeOS!
</P><P>

<LI>
David Huen (<A HREF="mailto:smh1008@cus.cam.ac.uk">smh1008@cus.cam.ac.uk</A>)
<P>

David helped fix the BeOS port.
</P><P>

<LI>
Jesko Schwarzer (<A HREF="mailto:jesko@bigfoot.de">jesko@bigfoot.de</A>)
<P>

Jesko suggested a way to improve speed of the volumetric fog.
</P><P>

<LI>
Ayal Pinkus (<A HREF="mailto:apinkus@xs4all.nl">apinkus@xs4all.nl</A>)
<P>

Ayal contributed a nice missile sprite which was used to replace the old, ugly
missile.  He helped create the base classes for the curve system.  He then
implemented the first Bezier curves with 3x3 control points.
</P><P>

<LI>
Seth Galbraith (<A HREF="mailto:sgalbrai@linknet.kitsap.lib.wa.us">sgalbrai@linknet.kitsap.lib.wa.us</A>)
<P>

Seth also contributed a nice missile and he fixed the texture bug in
`<TT>mdl2spr</TT>'.  Seth is also a great source of suggestions and bug reports.
Seth also updated the DOS/DJGPP documentation and the tutorial.  He
also wrote the Squawk (<EM>Squawk</EM>) demo (using the skybox).  Seth also
fixed the <CODE>csCamera</CODE> and <CODE>csView</CODE> classes so that the FOV is no
longer static and it is also possible to recenter each view separately.  Seth
added sprite vertex tweening and new lighting attenuation settings.  He also
worked on vertex/texel merging in sprites, and on sprites in general, and he
added several other features to the project.
</P><P>

<LI>
Gert Steenssens (<A HREF="mailto:gsteenss@eps.agfa.be">gsteenss@eps.agfa.be</A>)
<P>

Gert wrote the Linux drivers for the sound system and he also converted the
SVGALIB driver to COM.  He also helped develop the Linux/Glide and
OpenGL ports.
</P><P>

<LI>
Michael O'Shea
<P>

Michael found a bug in iLoader::LoadMeshObject.
</P><P>

<LI>
Michael Dale Long (<A HREF="mailto:mlong@custom.net">mlong@custom.net</A>)
<P>

Michael helped fix the Glide port and contributed lots of other small fixes.
He is also the author of the Crystal Clear project which was included in
Crystal Space.  Crystal Clear served as a game layer on top of Crystal Space.
Crystal Clear is now removed from Crystal Space though due to lack of
maintenance and interest. Michael also wrote the default version of
DrawPolygonMesh(). He also helped a bit with the Windows port and with the
console plugin. He wrote the CVS guideline documentation.
</P><P>

<LI>
Gary Haussmann (<A HREF="mailto:g.haussmann@worldnet.att.net">g.haussmann@worldnet.att.net</A>)
<P>

Gary wrote and maintains the Crystal Space OpenGL renderer as well as the
importers for 3DS and `<TT>.md2</TT>' models.
</P><P>

<LI>
Andrew Kenneth Milton (<A HREF="mailto:akm@zeus.theinternet.com.au">akm@zeus.theinternet.com.au</A>)
<P>

Andrew gave me a makefile for FreeBSD and did some other FreeBSD patches.
</P><P>

<LI>
Brian Haskin (<A HREF="mailto:haskin@ptway.com">haskin@ptway.com</A>)
<P>

Brian provided some FreeBSD patches.
</P><P>

<LI>
Conor Stokes (<A HREF="mailto:cstokes@wantree.com.au">cstokes@wantree.com.au</A>)
<P>

Conor further optimized the 16-bit scanline drawers which were already
optimized by Olivier Langlois.  Conor Stokes is also Jorrit's main inspiration
source for all the current visibility algorithm work.
</P><P>

<LI>
Mattias Engdegard (<A HREF="mailto:f91-men@nada.kth.se">f91-men@nada.kth.se</A>)
<P>

Mattias provided a patch with a cleaner handling of the X11 visual and window
creation.
</P><P>

<LI>
Matze Braun (<A HREF="mailto:matze@braunis.di">matze@braunis.di</A>)
Matze  did various changes, fixes
and enhancements to CS (too many to list). Some of the more important ones are: 
cs-config scripting facility, documentation annotation system, several
bug fixes, enhancements and fixes to Map2CS, new null canvas for the null3d
renderer, cygwin port, viewmesh enhancements, VFS support for csFileDialog,
<small>...</small>
<P>

<LI>
Serguei "Snaar" Narojnyi (<A HREF="mailto:snaar@idirect.ca">snaar@idirect.ca</A>)
<P>

Serguei added the first integrated networking code to Crystal Space.  His code
uses the COM subsystem so it can easily be extended for system-dependent
parts.
</P><P>

<LI>
Robert Bate (<A HREF="mailto:rbate@mac.com">rbate@mac.com</A>)
<P>

Robert maintained the now-defunct pre-Carbon Macintosh port.
</P><P>

<LI>
Norman Kramer (<A HREF="mailto:normank@lycosmail.com">normank@lycosmail.com</A>)
<P>

Norman contributed several fixes and new features and helped with code
cleanup. In particular he worked on the sound code, the engine, CSWS and
the graphics drivers. He also worked on the image loaders. For example he
split the former monolithic image loader into several modules, added saving to
many of the image loaders, fixed the BMP loader so that it is endian
correct and added RLE8 encoding to the BMP loader. Norman also added
the <CODE>csQuaternion</CODE> class and has been bringing the Glide drivers up to
date. Norman contributed a FreeType font server plug-in.  Most recently, he
added a grid-view to CSWS. He also added a sound renderer using the artsd
soundserver that comes with the aRts system (see www.arts-project.org). Norman
added an export script for Blender. He added texture coordinate animation to
2d sprites. He worked on the video file streamer. Norman also added the
(unused) <CODE>csCrystalBall</CODE> culler and the fancy console plugin.
In addition he has also worked a lot on the OpenGL renderer (mostly support
for extensions). Lately Norman worked on AWS and a convertor from QT to AWS.
Norman also added several sound related modules like ogg.
</P><P>

<LI>
Nicholas Francis (<A HREF="mailto:nicholasfrancis@iname.com">nicholasfrancis@iname.com</A>)
<P>

Nicholas made a few contributions to MazeD.
</P><P>

<LI>
Christian Bayle (<A HREF="mailto:christian.bayle@rd.francetelecom.com">christian.bayle@rd.francetelecom.com</A>)
<P>

Christian Bayle contributed scripts to make a Debian package for CS.
</P><P>

<LI>
Tobias Brueckner (<A HREF="mailto:tobias.brueckner@gmx.net">tobias.brueckner@gmx.net</A>)
<P>

Tobias fixed several bugs in the OpenGL renderer, the engine, and the
terrain renderer.
</P><P>

<LI>
Markus Korth (<A HREF="mailto:mkorth@military.de">mkorth@military.de</A>)
<P>

Markus fixed a bug with `<TT>unixconf.sh</TT>'.
</P><P>

<LI>
Michael Voase (<A HREF="mailto:mvoase@midcoast.com.au">mvoase@midcoast.com.au</A>)
<P>

Michael did various things in CS: changes to walktest, a lot of work on mesh
objects (hitbeam, bounding boxes, <small>...</small>), lots of bug fixes, a lot of work
on improving memory management for the texture managers, fixing memory
leaks, work on csObject, <small>...</small> 
</P><P>

<LI>
Richard Uren (<A HREF="mailto:richard@starport.net">richard@starport.net</A>)
<P>

Richard made several changes and fixes to the isometric engine and also
contributed a loader for it.
</P><P>

<LI>
Patrick McFarland (<A HREF="mailto:unknown@panax.com">unknown@panax.com</A>)
<P>

Patrick rewrote the autoconf macro from scratch.
</P><P>

<LI>
Jorge Acereda (<A HREF="mailto:al004046@anubis.uji.es">al004046@anubis.uji.es</A>)
<P>

Jorge did several things in CS: FreeBSD/NetBSD port, fixing MD2 importer so
that it recognizes actions, fixing mdl2spr, fixing 3ds2lev, fixes to the
engine, some memory leak fixes, dlopen fixes, bug fix in Blocks, some other
smaller changes.
</P><P>

<LI>
Eric Sunshine (<A HREF="mailto:sunshine@sunshineco.com">sunshine@sunshineco.com</A>)
<P>

Eric is one of the developers who does far more work than can possibly be
detailed in this small blurb, and his contribution to Crystal Space is far
more extensive than this tiny entry implies. His contributions include:
</P><P>

<UL>
<LI>
Eric ported Crystal Space to MacOS/X, MacOS/X Server, OpenStep 4.2, and
NextStep 3.3!
<P>

<LI>
He has also fixed numerous bugs and problems throughout the system and has
provided a number of significant updates to the makefile system.  He did a lot
of work in cleaning up the Crystal Space source code and the makefile
structure.
<P>

<LI>
He added an automated rebuild process for the Windows/MSVC project files.
This process gleans nessecary information from the GNU makefiles
throughout the project in order to entirely eliminate manual maintenance of
these files.
<P>

<LI>
He added automated generation of CVS "snapshots". They are packages
(archive files) containing the complete CVS tree. Also, log files and
<EM>diff</EM> files are generated. Eric also set up automatic notification of
all changes to <A HREF="mailto:crystal-cvs@lists.sourceforge.net">crystal-cvs@lists.sourceforge.net</A>.
<P>

<LI>
Eric designed most of the current configuration system (for example the
idea of a configuration manager) and helped a lot with the implementation.
<P>

<LI>
Additionally, he fixed the long standing problem with the console blanking
out all but the most recently printed line of text which occurs on ports such
as Windows, MacOS/X Server, OpenStep, and NextStep. As part of this patch he
replaced the ill-conceived progress meter code in the lighting routines with
very localized and simple classes. He repaired the broken console in MazeD,
so that it is once again functional.
<P>

<LI>
On the documentation front, Eric took on the task of acting as master editor
of the Crystal Space documentation.  As part of this job, he has written much
of the content which ties together various portions of the manual, fleshed
out much of the bare skeleton and written many otherwise absent sections. He
is also responsible for the documentation's current look and feel and has
created an entire supporting infrastructure to make documentation available
easily and automatically on all supported platforms. He set up the automated
API reference generation, node repairing for the texinfo documentation
source and conversion texinfo to various other formats. He fixed lots of bugs
in the HTML conversion script, `<TT>texi2html</TT>'. He has also pored
through the documentation and updated many out of date references.
<P>

<LI>
Eric rewrote and re-engineered the BeOS port of Crystal Space almost entirely
from scratch with the result that it is now about 98% functional as compared
to being only about 15% functional before his effort.
<P>

<LI>
Eric re-engineered Crystal Space's network driver architecture and completely
rewrote the network drivers from scratch.  The new architecture is far more
robust, generalized, and usable than the old.
<P>

<LI>
Eric, a long time opponent of the monolithic <EM>system driver</EM> concept,
designed the modular and flexible replacement infrastructure which he and
others then proceeded to implement.
</UL>
<P>

<LI>
Wolfgang Lehrach (<A HREF="mailto:wolfg_l@pro-net.co.uk">wolfg_l@pro-net.co.uk</A>)
<P>

Wolfgang wrote a Doom to Crystal Space convertor in Java.  It is included in
the `<TT>contrib</TT>' directory.
</P><P>

<LI>
Jesse McClusky (<A HREF="mailto:Jesse.McClusky@PSS.Boeing.com">Jesse.McClusky@PSS.Boeing.com</A>)
<P>

Jesse made the latest Amiga port including the COM stuff.
</P><P>

<LI>
Leslie Saputra (<A HREF="mailto:gwfremin@bellsouth.net">gwfremin@bellsouth.net</A>)
<P>

Leslie contributed some code to implement <EM>freelook</EM> like in Quake.
</P><P>

<LI>
Denis Dmitriev (<A HREF="mailto:mrsigma@home.com">mrsigma@home.com</A>)
<P>

Denis contributed a routine to split a convex object into slices parallel to
the view plane (useful for volumetric fog).  He also added a progress bar to
the console (during lighting) and added a new way to do bilinear filtering for
the software renderer.  He also dramatically improved the quality of the
precalculated lightmaps.  Denis also improved the movement system in WalkTest
by implementing gravity and better collision detection (using the collision
detection system from Alex Pfaffe). He added the `<TT>metademo</TT>' application
which has recently been reworked to the `<TT>metaballs</TT>' mesh object. He also
fixed a lot of bugs.
</P><P>

<LI>
Thomas Hieber (<A HREF="mailto:thieber@gmx.net">thieber@gmx.net</A>)
<P>

Thomas was the primary maintainer of the Windows port of Crystal
Space for some time and has also contributed various other things.  He wrote
<CODE>DrawPolygonFX()</CODE>.  He added the csGame library and the Crystal Shooter
application.  Both are now removed, but he is now working on a remake of it,
the `<TT>gamecore</TT>' plugin. He also significantly enhanced and maintained the
Windows port and especially the Direct3D port. Thomas also wrote
<CODE>map2cs</CODE>, a converter which translates Quake maps to Crystal Space
format. He provided a shuttle sprite and a space station sprite for
`<TT>csdemo</TT>'. Thomas introduced the concept of map nodes and key/value pairs
for engine objects.
</P><P>

<LI>
Bruce Williams (<A HREF="mailto:brucewil@pacbell.net">brucewil@pacbell.net</A>)
<P>

Bruce helped optimize the Direct3D driver.  He also contributed a set of
convertor utilities which is going to be used so that Crystal Space can load
3DS, `<TT>.mdl</TT>', <small>...</small> objects directly.
</P><P>

<LI>
Sylvain Rochette (<A HREF="mailto:srochette@telweb.com">srochette@telweb.com</A>)
<P>

Sylvain provided a few fixes for the Windows port.
</P><P>

<LI>
Siu-Hang (<A HREF="mailto:shor@cse.cuhk.edu.hk">shor@cse.cuhk.edu.hk</A>)
<P>

Sui-Hang attempted to add functionality to MazeD for sector, portals, lights,
textures, etc.  He also sped up the calculation of the palette at startup.
</P><P>

<LI>
David Durant (<A HREF="mailto:ddurant@novametrix.com">ddurant@novametrix.com</A>)
<P>

David added code for sprite selection to WalkTest and also did some other
fixes to sprites. He also cleaned up the WalkTest code and added a double
linked list class.
</P><P>

<LI>
Tristan McLure (<A HREF="mailto:Tristan_CS@gmx.de">Tristan_CS@gmx.de</A>)
<P>

Tristan added a new DX6.1 renderer for Windows.
</P><P>

<LI>
Jonathan Hudson (<A HREF="mailto:jhudso1@gl.umbc.edu">jhudso1@gl.umbc.edu</A>)
<P>

Jonathan fixed a bug in the BMP reader so that it is no longer
upside-down.
</P><P>

<LI>
FragDance Galore (<A HREF="mailto:fragdance@hotmail.com">fragdance@hotmail.com</A>)
<P>

Mr. Galore contributed a WAL/SGI loader and also added initial
support for alpha maps to the texture loaders. He has also contributed to
the halo code.
</P><P>

<LI>
Brad Davis (<A HREF="mailto:jbdavis@uswest.net">jbdavis@uswest.net</A>)
<P>

Brad used to host and maintain the master CVS repository for the project.
However, the project now resides at SourceForge:
</P><P>

<A HREF="http://www.sourceforge.net/">http://www.sourceforge.net/</A>
</P><P>

<LI>
Brandon Ehle (<A HREF="mailto:azverkan@yahoo.com">azverkan@yahoo.com</A>)
<P>

Brandon added a new plug-in system to Crystal Space.  He also contributed
`<TT>csPython</TT>' and `<TT>csLua</TT>' for scripting.  Using `<TT>csPython</TT>' he
wrote an Unreal map to Crystal Space convertor.  Brandon also added project
files for Borland 4. Brandon also worked on the Playstation2 port. He
improved <CODE>csQuaternion</CODE> a lot. Brandon also added CSSH (Crystal
Space Shell). He added the (now non-existant) `<TT>newdoc</TT>' directory with
LaTeX documentation. Later Brandon worked on a cal3d convertor for Crystal Space
and a motion manager plugin.
</P><P>

<LI>
Toni Asco Gonzalez (<A HREF="mailto:e3445510@est.fib.upc.es">e3445510@est.fib.upc.es</A>)
<P>

Toni implemented a faster version of DrawPolygonMesh() for OpenGL. He also
fixed some bugs in 3ds2lev. Toni additionally did some modifications on map2cs
and walktest to support generic mesh placing.
</P><P>

<LI>
Chen Puning (<A HREF="mailto:chenpuning@hotmail.com">chenpuning@hotmail.com</A>)
<P>

Chen fixed a bug in the engine with regards to <CODE>GetScreenBoundingBox()</CODE>.
</P><P>

<LI>
Wyatt Miler (<A HREF="mailto:wmiler@milertronics.com">wmiler@milertronics.com</A>)
<P>

Wyatt has performed some editing of Crystal Space's (now defunct) LaTeX
documentation files. He has also helped to maintain the Mac port. Wyatt added
the background music to Blocks. He has also worked on correcting errors in the 
texinfo documentation.
</P><P>

<LI>
Scott Wood (<A HREF="mailto:scott@geekland.cx">scott@geekland.cx</A>)
<P>

Scott sent patches to allow Crystal Space to compile on Alpha machines.
</P><P>

<LI>
Petr Kocmid (<A HREF="mailto:pkocmid@atlas.cz">pkocmid@atlas.cz</A>)
<P>

Petr helped fix Windows Glide and added XML output to `<TT>map2cs</TT>'.
</P><P>

<LI>
Stephan Goetter (<A HREF="mailto:sg17@irz301.inf.tu-dresden.de">sg17@irz301.inf.tu-dresden.de</A>)
<P>

Stephan added makefile targets for full dynamic linking.
</P><P>

<LI>
Michael Ewert (<A HREF="mailto:mewert99@yahoo.com">mewert99@yahoo.com</A>)
<P>

Michael contributed the `<TT>csPhyzik</TT>' library to Crystal Space and also a
test application.
</P><P>

<LI>
Void (<A HREF="mailto:glitia@texnet.ro">glitia@texnet.ro</A>)
<P>

Mr. Void did some work on Blocks to make it playable again.  He also fixed a
considerable number of bugs and other problems.
</P><P>

<LI>
res (<A HREF="mailto:resqu@gmx.ch">resqu@gmx.ch</A>)
<P>

res did various things to CS: documentation changes, OpenGL and canvas
related fixes, fixes on procedural textures, lots of other small changes,
Windows Help files for CS, default image when texture cannot be found,
fixes to AWS, fixes to image loaders, vfs enhancements, mouse pointer
support in Windows canvases, <small>...</small>
</P><P>

<LI>
Peter Amstutz (<A HREF="mailto:tetron@student.umass.edu">tetron@student.umass.edu</A>)
<P>

Peter gave us a patch which speeds up loading of 3D sprites a lot.
In addition it also speeds up CS in general a little. Peter also worked
together with Brendan Burns on the memory canvas. Also added two canvas
related broadcast events. Peter also sent in a few smaller patches.
</P><P>

<LI>
Peter Donald (<A HREF="mailto:donaldp@lion.cs.latrobe.edu.au">donaldp@lion.cs.latrobe.edu.au</A>)
<P>

Peter fixed the sound drivers for SCF and also fixed some bugs.
</P><P>

<LI>
Noah "angelbob" L. Gibbs (<A HREF="mailto:angelbob@users.sourceforge.net">angelbob@users.sourceforge.net</A>)
<P>

Noah worked with Michael Ewert on the `<TT>csPhyzik</TT>' library.
</P><P>

<LI>
Michael Day (<A HREF="mailto:mikeday@corplink.com.au">mikeday@corplink.com.au</A>)
<P>

Michal started work on an `<TT>autoconf</TT>' system for Crystal Space but
abandoned the effort.
</P><P>

<LI>
Thomas Skoldenborg (<A HREF="mailto:thomas@dum.chalmers.se">thomas@dum.chalmers.se</A>)
<P>

Thomas fixed the OpenGL renderer so that 3Dfx/Mesa combination doesn't crash
anymore.
</P><P>

<LI>
Simon Boily (<A HREF="mailto:personcountzero@hotmail.com">personcountzero@hotmail.com</A>)
<P>

Simon made several changes to the Direct3D renderer.  He added multitexture
support and render state caching.
</P><P>

<LI>
Brett Hall (<A HREF="mailto:swizin@rain.org">swizin@rain.org</A>)
<P>

Brett fixed the X11 2D drivers so that they properly exit when the
window is closed by the window manager.
</P><P>

Eric Wigforss (<A HREF="mailto:ewigforss@novametrix.com">ewigforss@novametrix.com</A>)
</P><P>

Eric made some Windows-specific fixes to the networking code.
</P><P>

<LI>
Martin Geisse (<A HREF="mailto:mgeisse@gmx.net">mgeisse@gmx.net</A>)
<P>

Martin converted many of the Crystal Space text and LaTeX documents to Texinfo
format and began construction of Texinfo version of the Crystal Space manual.
He also contributed a random dungeon generation plug-in module as well as a
sample program which demonstrates its use. Martin added the model data classes
and rewrote the old model importer in a more modular way. He also cleaned up
some of the utility classes, parts of the system driver and parts of the
engine, added the configuration manager as suggested by Eric Subshine,
changed many applications to use the engine as a plug-in and added the
`<TT>simplept</TT>' application. He added "fast interfaces" to SCF. Martin
also completely rewrote the "Software" and "DirectSound" sound renderes
and modified the world file loader and the image loader to work as plug-ins.
</P><P>

<LI>
Jonathan Hudson (<A HREF="mailto:nathanoj@realmail.2ndmail.com">nathanoj@realmail.2ndmail.com</A>)
<P>

Jonathan implemented visibility testing for particle systems.
</P><P>

<LI>
Daniel Fannar Gudbjartsson (<A HREF="mailto:dfg@decode.is">dfg@decode.is</A>)
<P>

Daniel helped work on the physics engine and collision detection.
</P><P>

<LI>
Desmond Fletcher (<A HREF="mailto:desmond.fletcher@usm.edu">desmond.fletcher@usm.edu</A>)
<P>

Desmond helped a bit on `<TT>map2cs</TT>' and updated its documentation.  He also
pointed out several bugs and errors in Crystal Space.
</P><P>

<LI>
Rene Dudfield (<A HREF="mailto:illumen@yahoo.com">illumen@yahoo.com</A>)
<P>

Rene began working on networking capability for the Blocks game and
contributed to the 3d sprite code. He also provided a set of export scripts
for Blender.
</P><P>

<LI>
Thomas Giesel (<A HREF="mailto:skoe@freenet.de">skoe@freenet.de</A>)
<P>

Thomas supplied a small patch for BeOS to allow full-screen mode with the
OpenGL driver.
</P><P>

<LI>
Benjamin Sprague (<A HREF="mailto:sprague@core.com">sprague@core.com</A>)
<P>

Benjamin submitted some patches for the terrain engine.
</P><P>

<LI>
Wouter C. A. Wijngaards (<A HREF="mailto:wouterw@cs.vu.nl">wouterw@cs.vu.nl</A>)
<P>

Wouter contributed a particle system to Crystal Space based on 2D sprites.  He
also added a full-fledged radiosity calculator.  Wouter is the author of the
game <EM>Tunnel Fighter</EM> which is based on the Crystal Space engine. He
added lots of nice particle effects and a test level for them, and so-called
<EM>full screen visual effects</EM>. Wouter is also the author of the iso engine!
He also worked on visibility culling in the terrain engine and on the terrain
texture generator. He added a test application for a new bump-mapping feature,
and a test application for a procedural sky texture. He added the `<SAMP>flare</SAMP>'
halo and several minor patches. He also added the `<SAMP>make install</SAMP>' target.
</P><P>

<LI>
Frank O'Connor (<A HREF="mailto:frank@oconnors.org">frank@oconnors.org</A>)
<P>

Frank was the port maintainer of the Windows port of Crystal Space for some
time. One of the first tasks he undertook was a reorganization of the
MSVC project files. He also helped with project maintenance in general.
</P><P>

<LI>
Samuel Humphreys (<A HREF="mailto:samuelh@ntlworld.com">samuelh@ntlworld.com</A>)
<P>

Samuel submitted some fixes for sprites and patched the X drivers so that
resizing windows works.  Samuel also added a procedural texture system to
Crystal Space.  With this system it is possible to render on textures
procedurally and use that texture on a polygon as usual. He also helped to
clean up the engine code. He added the `<TT>perfstat</TT>' plugin.
</P><P>

<LI>
Thomas Riemer (<A HREF="mailto:triemer@apt4g.a3nyc.com">triemer@apt4g.a3nyc.com</A>)
<P>

Thomas contributed a temporary "network manager" and NSTP, a plug-in
for the now defunct NetSpace project.
</P><P>

<LI>
Chris Bruner (<A HREF="mailto:cbruner@ionline.net">cbruner@ionline.net</A>)
<P>

Chris submitted several fixes for the Borland compile.
</P><P>

<LI>
Burton Radonsxi (<A HREF="mailto:loth@pacificcoast.net">loth@pacificcoast.net</A>)
<P>

Burton added a new Allegro canvas.
</P><P>

<LI>
Travis McIntosh (<A HREF="mailto:Travis.McIntosh@student.oc.edu">Travis.McIntosh@student.oc.edu</A>)
<P>

Travis did some very fundamental work on the curve and lighting code
in order to implement both dynamic and pseudo-dynamic lights for them
and also allow shadows.
</P><P>

<LI>
Bob Ham (<A HREF="mailto:node@users.sourceforge.net">node@users.sourceforge.net</A>)
<P>

Bob submitted the Makefile changes need to compile on GNU/Hurd.  He
proof-read much of this manual.  He also started working on a level editor for
Crystal Space but ceased work on it:
</P><P>

<A HREF="http://sourceforge.net/projects/ticle/">http://sourceforge.net/projects/ticle/</A>
</P><P>

<LI>
Bart van Langen (<A HREF="mailto:bart.van.langen@dyme.nl">bart.van.langen@dyme.nl</A>)
<P>

Bart provided a few patches, a working Watcom/DOS makefile and Visual C++
project files.
</P><P>

<LI>
<A HREF="mailto:bob@imperium.ru">bob@imperium.ru</A>
<P>

Bob provided a project file for Windows/Watcom C++.
</P><P>

<LI>
Philip Wyett (<A HREF="mailto:philipwyett@dsl.pipex.com">philipwyett@dsl.pipex.com</A>)
<P>

Philip has done (and is doing) a great job maintaining the Windows ports,
both the MSVC one and the GCC one and also the documentation for
the ports. He also creates installable packages for Windows from time to time
and helps with maintenance in general.
In general he did lots of small fixes in CS.
</P><P>

<LI>
Justin Miller (<A HREF="mailto:dyad@fuse.net">dyad@fuse.net</A>)
<P>

Justin added <CODE>csString::Format()</CODE>. He also contributed to the
documentation and sent a few fixes.
</P><P>

<LI>
Luca Pancallo (<A HREF="mailto:lpancallo@ptc.com">lpancallo@ptc.com</A>)
<P>

Luca extended the ASE importer in impexp and added a Crystal Space sprite
exporter.  He also sent a patch for `<TT>mdl2spr</TT>' and made various fixes
on <CODE>3ds2lev</CODE>.
</P><P>

<LI>
Mike Bond (<A HREF="mailto:mbond@cox.rr.com">mbond@cox.rr.com</A>)
<P>

Mike added fullscreen support under X.
</P><P>

<LI>
Matthew Tang
<P>

Matthew added a world file exporter script for Blender.
</P><P>

<LI>
George Yohng (<A HREF="mailto:cspace@mmts.nsys.by">cspace@mmts.nsys.by</A>)
<P>

George added an SDL canvas driver and reported some bugs.
</P><P>

<LI>
Thomas Krug (<A HREF="mailto:thomas.krug@assix.de">thomas.krug@assix.de</A>)
<P>

Thomas sent some patches for the OpenGL driver.
</P><P>

<LI>
Nicholas Blumire (<A HREF="mailto:empathy@empathy.hostingcheck.com">empathy@empathy.hostingcheck.com</A>)
<P>

Nicholas sent a few bug fixes.
</P><P>

<LI>
Mark Welch
<P>

Mark sent a few patches for the MSVC project files.
</P><P>

<LI>
Scott Bowden
<P>

Scott added an Unreal to Crystal Space converter.
</P><P>

<LI>
Jerry A. Segler Jr
<P>

Jerry added theme support to CSWS.
</P><P>

<LI>
Roland Reckel (<A HREF="mailto:luxx@yahoo.com">luxx@yahoo.com</A>)
<P>

Roland contributed a simple terrain engine.
</P><P>

<LI>
Michael Voase (<A HREF="mailto:mvoase@midcoast.com.au">mvoase@midcoast.com.au</A>)
<P>

Michael cleaned up the texture manager and added some minor features. He also
fixed several bugs, especially the buggy implementation of
<CODE>HitBeamObject</CODE> in several mesh objects. He moved the "metaballs" to
a mesh object plugin and added a blobby texture for them. He wrote the
motion manager and contributed a shuttle model for "csdemo". 
</P><P>

<LI>
Mathew Sutcliffe (Oktal)
<P>

Oktal added new functions to parse input (keyboard, mouse, joystick)
into ascii form and vice versa.
</P><P>

<LI>
Sebastian Duell (<A HREF="mailto:wastel7@gmx.de">wastel7@gmx.de</A>)
<P>

Sebastian contributed a Blender export script.
</P><P>

<LI>
Christopher Nelson (<A HREF="mailto:paradox@BBHC.ORG">paradox@BBHC.ORG</A>)
<P>

Christopher wrote a remake of the windowing system (CSWS), called
AWS. He also added the `<TT>cslexan</TT>' plugin (lexical analyzer). Before
he started work on the AWS, he contributed to CSWS. Christopher
also created the TERRBIG terrain engine.
Christopher also worked on a platform independent memory mapper.
</P><P>

<LI>
Jonathan Tarbox (<A HREF="mailto:jtarbox@sbcglobal.net">jtarbox@sbcglobal.net</A>)
<P>

Jonathan updated the BeOS port in Crystal Space.
</P><P>

<LI>
Andreas Hoefler
<P>

Andreas rewrote and cleaned up the WAV loader.
</P><P>

<LI>
Richard D. Shank (<A HREF="mailto:rdscrystalspace@rhinogames.com">rdscrystalspace@rhinogames.com</A>)
<P>

Richard added the 3DS model importer. He also moved the old terrain
engine to a plug-in.
</P><P>

<LI>
Dan Bogdanov
<P>

Dan recently became port maintainer for DJGPP.
</P><P>

<LI>
Matt Reda (<A HREF="mailto:mreda@mac.com">mreda@mac.com</A>)
<P>

Matt contributed an OpenGL driver, a CoreGraphics driver, and a CoreAudio
driver for the MacOS/X port of Crystal Space.  The addition of these drivers
makes Crystal Space a viable option for game development on Macintosh.
Matt also worked a bit on the isometric engine and added a split-view
option to WalkTest.
</UL>
<P>

The following people have contributed to the project by minor patches or by
their suggestions and ideas:
</P><P>

Adam Bailey<BR>
Alistair Leslie (<A HREF="mailto:AlistairL@optushome.com.au">AlistairL@optushome.com.au</A>)<BR>
Artur Biesiadowski (<A HREF="mailto:abies@pg.gda.pl">abies@pg.gda.pl</A>)<BR>
Branimir Karadzic<BR>
Charles Duffy (<A HREF="mailto:cduffy@bigfoot.com">cduffy@bigfoot.com</A>)<BR>
David Fox<BR>
Denis Oliver Kropp (<A HREF="mailto:dok@master.fischlustig.de">dok@master.fischlustig.de</A>)<BR>
Donald Ryan Willhoit (<A HREF="mailto:willhoit@mail1.andrew.cmu.edu">willhoit@mail1.andrew.cmu.edu</A>)<BR>
Duane McDonnel<BR>
E. Allen Soard (<A HREF="mailto:esp@espsw.net">esp@espsw.net</A>)<BR>
Ed Halley<BR>
Frederick A. Niles<BR>
Furqan Ullah (<A HREF="mailto:furqan@writeme.com">furqan@writeme.com</A>)<BR>
Garrett (<A HREF="mailto:garrett@memesis.org">garrett@memesis.org</A>)<BR>
Gregory Austwick (<A HREF="mailto:g.austwick@virgin.net">g.austwick@virgin.net</A>)<BR>
Harald Fielker (<A HREF="mailto:fielker@informatik.fh-augsburg.de">fielker@informatik.fh-augsburg.de</A>)<BR>
Jan Dvorak (<A HREF="mailto:johnydog@go.cz">johnydog@go.cz</A>)<BR>
Jaroslav Benkovsky (<A HREF="mailto:benkovsk@www.pvtnet.cz">benkovsk@www.pvtnet.cz</A>)<BR>
Jason McKnight<BR>
Jason Platt<BR>
Jonathan Hudson (<A HREF="mailto:nathanoj@realmail.2ndmail.com">nathanoj@realmail.2ndmail.com</A>)<BR>
Jonathon Doran (<A HREF="mailto:jon.doran@nsc.com">jon.doran@nsc.com</A>)<BR>
Malcolm Peacock (<A HREF="mailto:malcolm@mpeacock.demon.co.uk">malcolm@mpeacock.demon.co.uk</A>)<BR>
Matt Keith (<A HREF="mailto:keith@www.keithcom.com">keith@www.keithcom.com</A>)<BR>
Michael Knorr (<A HREF="mailto:damage-list@freenet.de">damage-list@freenet.de</A>)<BR>
Michael Robellard (<A HREF="mailto:miker@vetechno.com">miker@vetechno.com</A>)<BR>
Paul Snively (<A HREF="mailto:psnively@earthlink.net">psnively@earthlink.net</A>)<BR>
Paulo Candido<BR>
Ryan J. Evans<BR>
Sebestyen Zoltan (<A HREF="mailto:szoli@valerie.inf.elte.hu">szoli@valerie.inf.elte.hu</A>)<BR>
Simon B. (<A HREF="mailto:simonb@telisphere.com">simonb@telisphere.com</A>)<BR>
Terrence Stewart<BR>
Thiago Ramon<BR>
Thomthee Besset (<A HREF="mailto:Besset@sugar-land.dowell.slb.com">Besset@sugar-land.dowell.slb.com</A>)<BR>
Travis McLane (<A HREF="mailto:tmclane@swt.edu">tmclane@swt.edu</A>)<BR>
Walt Armour (<A HREF="mailto:walt@armour.cx">walt@armour.cx</A>)<BR>
Wormz Studios (<A HREF="mailto:wormzstudios@iname.com">wormzstudios@iname.com</A>)
</P><P>

Many thanks also for the people at <A HREF="http://www.grimmware.com">GrimmWare</A>
for being the first to offer web space for Crystal Space.
</P><P>

Many thanks to Alessandro Russo for convincing his system manager to create
a mailing list for Crystal Space.  Thanks to Marco d'Itri (the system manager)
for creating this list for me.  Also thanks to those people for creating an
ftp mirror of this site.
</P><P>

Many thanks to Ted Nguyen for donating a copule copies of Microsoft Visual C++
5 to the project.
</P><P>

If we have forgotten anyone or missed a contribution, we sincerely apologize.
Please feel free to notify us of errors or omissions.
</P><P>

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