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File Date Author Commit
 Build 2012-01-18 ash@ashdesktop ash@ashdesktop [2290df] Added the build program to the repo.
 Editor 2012-01-19 ash@ashdesktop ash@ashdesktop [a65e7a] BUG 3475473:
 Runtime 2012-01-19 ash@ashdesktop ash@ashdesktop [77a550] BUG 3475467:
 .hgignore 2011-10-29 ash@ashdesktop.home.gateway ash@ashdesktop.home.gateway [f0c04c] Updated ignore file to ignore the InsaneFX_Runt...
 .hgtags 2012-01-19 ash@ashdesktop ash@ashdesktop [dbdd82] Added tag 1.1.5 for changeset 474e31ddaa60
 Ash.flt 2011-08-15 ashleydavis75 ashleydavis75 [3dd3c0] First commit of InsaneFX Editor and Runtime.
 Build.bat 2012-01-18 ash@ashdesktop ash@ashdesktop [2290df] Added the build program to the repo.
 Readme.txt 2011-10-31 ash@ashdesktop.home.gateway ash@ashdesktop.home.gateway [a7016c] Add licence info to readmes.
 licence.txt 2011-10-31 ash@ashdesktop.home.gateway ash@ashdesktop.home.gateway [5860da] Added the licence to the repo.

Read Me

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.