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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<h2 class="section"> 1.5 Feature List </h2>

<p>The first feature to mention here is that Crystal Space is an Open Source
project (or a Free Software project, depending on your religion) that is
freely available under the <small>GNU</small> Lesser General Public License
(<small>GNU LGPL</small>). See section <a href="Licenses.html#0">Licenses</a>. This means a number of things for developers,
but perhaps most important is that any program you write may freely link to the
Crystal Space libraries.
</p>
<p>The second important feature of Crystal Space is that it is written to run
under a wide variety of hardware and software platforms. As of this writing
Crystal Space has been known to run on the following systems. Note that if a
system is listed here it does not necessarily mean that it is 100% supported:
</p>
<ul>
<li>
Microsoft&reg; Windows (9x/<small>NT</small>/<small>ME</small>/2000/<small>XP</small>)

</li><li>
Unix&reg; like Operating Systems (<small>GNU</small>
Linux&reg;, FreeBSD&reg;, etc.)

</li><li>
Apple&reg; Mac OS&reg; X
</li></ul>


<p>Here are some of just some of Crystal Space's features in no particular order.
Whenever there is some documentation on the subject this is marked after
the feature. The most useful documentation comes first.
</p>

<ul>
<li>
Geometric utility library with handy classes such as 2D and 3D vectors,
matrices, transforms, quaternions, kdtree, axis aligned and oriented bounding
box routines, rectangle subdivision, etc. See section <a href="csGeom.html#0">Geometry Library (<code>csGeom</code>)</a>.

</li><li>
General utility library with stuff like templated arrays, smart pointers,
hash maps, object registry, plugin manager, radix sort, bit array, optimized
allocators, strings, command-line parsing, configuration files, and more. 
See section <a href="csUtil.html#0">Utility Library (<code>csUtil</code>)</a>. See section <a href="The-Basics.html#0">Basics and Overview</a>. See section <a href="Configuration-File.html#0">Configuration File</a>.

</li><li>
Higher level tool library containing things like some example procedural
textures (plasma, fire, and water), full screen effects, collider support,
texture generation tools, etc.

</li><li>
Graphics utility library with simple tools to compute mipmaps, color 
quantization, calculation of color gradients, and more.

</li><li>
Shared Class Facility <small>SCF</small> allowing for proper decoupling of interface
and implementation and also allows for dynamically loadable modules 
It provides a flexible plug-in system which is used extensively by Crystal 
Space itself but also allows third-party creation of plugins. See section <a href="SCF.html#0">Shared Class Facility (<small>SCF</small>)</a>.
See section <a href="SCF.html#0">Shared Class Facility (<small>SCF</small>)</a>. See section <a href="The-Basics.html#0">Basics and Overview</a>. See section <a href="HOWTO-Create-Your-Own-Plugin.html#0">Create Your Own Plugin</a>.

</li><li>
Virtual file system and transparent support for <small>ZIP</small> files. This
allows cross-platform access to game data files. See section <a href="VFS.html#0">Virtual File System (<small>VFS</small>)</a>.

</li><li>
Flexible and extensible event system.

</li><li>
Full screen effects (fading, whiteout, etc).

</li><li>
Level of Detail <small>LOD</small>. See section <a href="Level-of-Detail.html#0">Level of Detail</a>.

</li><li>
Various types of mesh objects: bezier curves, polygonal lightmapped
objects, triangle meshes, haze mesh (bit like volumetric light),
<small class="dots">...</small>.
See section <a href="MeshObject.html#0">Mesh Object Plug-In System</a>. See section <a href="MeshObject-Thing.html#0">Thing Mesh Object</a>,
See section <a href="HOWTO-Create-Thing.html#0">Creating a Thing Mesh</a>. See section <a href="MeshObject-Genmesh.html#0">Genmesh Mesh Object</a>.
See section <a href="HOWTO-Create-Genmesh.html#0">Creating a Genmesh Mesh</a>.

</li><li>
Animated 3D models (3D sprites) using frame based animation. See section <a href="Animation.html#0">Animating your Objects</a>.
See section <a href="MeshObject-Spr3D.html#0">Sprite3D Mesh Object</a>.

</li><li>
Animated 3D models using a skeletal animation system with good support
for hardware skinning.

</li><li>
Animated Cal3D models using skeletal based animation using the 
<tt>&lsquo;sprcal3d&rsquo;</tt> plugin. See section <a href="MeshObject-SprCal3D.html#0">SpriteCal3D Mesh Object</a>.

</li><li>
2D animations.

</li><li>
Quake <small>MD3</small> and <small>MDL</small> to Crystal Space convertor.
See section <a href="md32spr-Tutorial.html#0"><code>md32spr</code> Tutorial</a>. Additionally Crystal Space can read <small>MD2</small>
and <small>3DS</small> models directly.

</li><li>
Crystal Space native windowing system using CEGUI.

</li><li>
Cross-platform support for hardware rendering via OpenGL and software 
rendering as well as a special &ldquo;null&rdquo; renderer for applications like game 
servers. See section <a href="3D-Renderer.html#0">The Rendering System</a>.

</li><li>
Supports various common image formats (<small>BMP</small>, <small>DDS</small>, <small>GIF</small>, <small>JPG</small>, 
<small>MNG</small>, <small>PNG</small>, <small>TGA</small>).

</li><li>
Portals and sectors which allow for flexible world creation.
See section <a href="Portal-Engine.html#0">Portal Engine</a>.

</li><li>
Visibility culling based on kd-tree with coverage buffers (Dynavis).
See section <a href="Visibility-Culling.html#0">Visibility Culling In Detail</a>.

</li><li>
Lighting: static, pseudo-dynamic, dynamic, halos, shadows, stencil shadows.
See section <a href="Lighting.html#0">Lighting</a>. See section <a href="HOWTO-Pseudo-DynLight.html#0">Pseudo-dynamic Lights</a>.

</li><li>
Multiple cameras. See section <a href="HOWTO-Camera-Movement.html#0">Camera Movement</a>.

</li><li>
Powerful material support. Shaders and textures can be assigned arbitrarily 
to materials allowing great flexibility. Shaders support <small>CG</small>, <small>ARB</small>, and
<samp>&lsquo;fixed function&rsquo;</samp> language. See section <a href="Texture-Mapping.html#0">Texture Mapping</a>.

</li><li>
Procedural textures. See section <a href="ProcTextures.html#0">Procedural Texture System</a>. See section <a href="Texture-Mapping.html#0">Texture Mapping</a>.

</li><li>
Cross-platform support for sound rendering. Supports <small>WAV</small> and <small>OGG</small>
sounds. See section <a href="Sound-Drivers.html#0">Sound Plugins</a>.

</li><li>
Terrain engine with support for texture splatting (blending multiple materials 
on a terrain) and Level Of Detail <small>LOD</small>. See section <a href="MeshObject-TerrFunc.html#0">Terrain Mesh Object</a>.

</li><li>
Particle system to make fire, explosions, rain, snow, fountains, and much
more. See section <a href="MeshObject-Particles.html#0">Particles Mesh Object</a>.

</li><li>
Collision detection (using <small>OPCODE</small>) or full physics using
the <small>ODE</small> or <small>BULLET</small> external libraries.
See section <a href="Basic-Collision-Detection.html#0">Basic Collision Detection</a>. See section <a href="Physics-ODE.html#0">Physics using ODE</a>.

</li><li>
Powerful sequence manager to control movement, animation and other
features in a world. See section <a href="Sequence-Manager.html#0">Sequence Manager</a>.

</li><li>
Built-in support for TrueType fonts. See section <a href="HOWTO-Use-custom-font.html#0">Using a Custom Font</a>.

</li><li>
Unicode text output.

</li><li>
<small>XML</small>-based map format. See section <a href="XML-File-Format.html#0">Format of Map File (<small>XML</small>)</a>,
See section <a href="Tutorial-Simple-Map.html#0">Simple Tutorial 3: Map Loading, Collision Detection</a>. See section <a href="Old-Map-File-Format.html#0">Old Format of Map File</a>.

</li><li>
Scripting bindings (Python, Perl, Java). See section <a href="Scripting-Languages.html#0">Scripting Languages</a>.

</li><li>
Plugin for integrated movie recording. See section <a href="HOWTO-Recording-Movies.html#0">Recording Movies</a>.

</li><li>
Pull-down console that you can integrate in your own games.
See section <a href="Config-Console.html#0">Console Configuration</a>.

</li><li>
Debugging systems.
</li></ul>

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