insanefx old_src
Status: Alpha
Brought to you by:
ashleydavis75
| File | Date | Author | Commit |
|---|---|---|---|
| Build | 2012-01-18 |
|
[2290df] Added the build program to the repo. |
| Editor | 2012-01-19 |
|
[a65e7a] BUG 3475473: |
| Runtime | 2012-01-19 |
|
[77a550] BUG 3475467: |
| .hgignore | 2011-10-29 |
|
[f0c04c] Updated ignore file to ignore the InsaneFX_Runt... |
| .hgtags | 2012-01-19 |
|
[dbdd82] Added tag 1.1.5 for changeset 474e31ddaa60 |
| Ash.flt | 2011-08-15 |
|
[3dd3c0] First commit of InsaneFX Editor and Runtime. |
| Build.bat | 2012-01-18 |
|
[2290df] Added the build program to the repo. |
| Readme.txt | 2011-10-31 |
|
[a7016c] Add licence info to readmes. |
| licence.txt | 2011-10-31 |
|
[5860da] Added the licence to the repo. |
InsaneFX is a special effects editor and runtime. The editor is written mostly in C# and is node-based, kind of like Maya's hypergraph editor. The runtime is written in C/C++ and is driven by a performance-orientated byte-code interpreter for maximum flexibility. The rendering is done via a plugin renderer and it is intended that users of InsaneFX provide their own renderer that will link InsaneFX into their game engine of choice. InsaneFX currently ships with simple unoptimized OpenGL and DirectX renderers. For compile/build instructions please see the Readme.txt files in the Editor and Runtime folders. Please see licence.txt for InsaneFX licence details. A summary of folders: Editor\ Code for the InsaneFX Editor. Runtime\ Code for the runtime, compiler and previewer. The sample OpenGL and DirectX renderers and example code can also be found here. Docs\ Project documents. Data\ Example and test data. Build\ Program to build InsaneFX and generate a binary release.