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<H2> 1.4 A Guide to This Documentation </H2>
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<P>
In this section we guide you through some of the more useful sections
in the documentation related to writing your own game using Crystal Space.
It is recommended that you at least browse through the entire documentation
(just browse the table of contents) so that you have an idea of what is
explained where, but even so this guide can help you to find the information
you want more quickly.
</P><P>
One of the most useful sections for writing your own game is of course
the tutorial section (see section <A HREF="cs_69.html#SEC157">5. Tutorials and HOWTO's</A>). Here you will find three
tutorials which can help you to write your own Crystal Space game
and also the very important tutorial introduction
(see section <A HREF="cs_70.html#SEC158">5.1 Developing a Crystal Space Application</A>). You should certainly read this if you
want to have a good idea on some of the basic concepts in Crystal Space.
</P><P>
The tutorial section also contains the HOWTO section (see section <A HREF="cs_116.html#SEC225">5.8 HOWTO</A>).
The howto's are small documents explaining how to solve small problems. They
usually contain example code. Most of the howto's are related to solving
problems with the Crystal Space engine (like collision detection,
mesh lighting and animation, mesh movement, loading a level, ...). But there
are also two howto's that explain how you can set up your own application
outside the Crystal Space application tree (one for Unix/Mingw and another
for Microsoft Visual C++).
</P><P>
The section in the manual on the engine (see section <A HREF="cs_168.html#SEC359">7.6 The 3D Engine (<CODE>csEngine</CODE>)</A>) is also very
important. If you want to know how the 3D engine works internally (which
is important if you want to build your own 3D worlds) then you should
read the section explaining the world components (see section <A HREF="cs_169.html#SEC360">7.6.1 Components of a World</A>)
and also the section explaining portals (see section <A HREF="cs_170.html#SEC362">7.6.2 Portal Engine</A>).
There is also a howto about render priorities (see section <A HREF="cs_124.html#SEC260">5.8.8 Render Priorities and Objects in Sectors</A>)
which is also very helpful here.
</P><P>
The section about the Map File Parser (see section <A HREF="cs_196.html#SEC414">7.7 The Map File Parser (<CODE>csParser</CODE>)</A>) is useful if you
want to create your map files manually.
</P><P>
A very important section is the mesh object section (see section <A HREF="cs_201.html#SEC452">7.8 Mesh Object Plug-In System</A>).
Mesh objects are objects that represent geometry in Crystal Space. If you
want to show something in your world you will have to use them. The tutorials
and howto's also contain information about mesh object but this section
contains the complete documentation.
</P><P>
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