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openbve's Introduction

Build Status

Build status

openBVE Source Code - Readme

This source code started out life as a port of openBVE to the OpenTK framework, but now has begun major development work to improve the sim and the possibilities it presents.

Compatibility Changes

A general overview of compatibility changes, including to the OpenBveApi, and animated objects are described fully here.

Fixed Errata

These are described fully here.

Nightly Builds

Automatically generated daily builds are available here.

Developer Documentation

Documentation for development of add-ons (update version of docs originally written by michelle) can be found here.

Packages

openBVE now supports the installation of 'package files' , which are intended as a replacement for the now defunct managed content. These are described fully here.

How to build

This build has been tested to compile correctly using Visual Studio 2017 onwards and MonoDevelop. These are described fully here.

Contributing

Please see the Contributors File for a list of contributors, and basic guidelines for contributing to the development of openBVE.

Links

Project Website:

https://openbve-project.net

Project Source Code on GitHub: https://github.com/leezer3/OpenBVE

Discussion Boards:

Official Project Forum:

http://bveworldwide.forumotion.com/f14-the-sim-in-time-general-discussion

License

Michelle intended for this program to be placed in the public domain. This means that you can make any modifications to it you like and share your modifications with others. Please also see the following issue for further discussion on the topic: leezer3#305

Third-Party Libraries

  • openBVE uses the CoreFX. This is licensed under the MIT License, which may be found in here.
  • openBVE uses the CS Script for animation scripting. This is licensed under the MIT License, which may be found in here.
  • openBVE uses the DotNetZip for loading compressed DirectX file. This is licensed under the Microsoft Public License, which may be found in here.
  • openBVE uses the NAudio for decoding sound file. This is licensed under the Microsoft Public License, which may be found in here.
  • openBVE uses the NAudio.Vorbis for decoding Vorbis file. This is licensed under the Microsoft Public License, which may be found in here.
  • openBVE uses the NLayer for decoding MP3 file. This is licensed under the MIT License, which may be found in here.
  • openBVE uses the NVorbis for decoding Vorbis file. This is licensed under the Microsoft Public License, which may be found in here.
  • openBVE uses the OpenTK library for windowing and input handling. This is licensed under the Open Toolkit Library License, which may be found in here.
  • openBVE uses the Prism. This is licensed under the MIT License, which may be found in here.
  • openBVE uses the ReactiveProperty This is licensed under the MIT License, which may be found in here.
  • openBVE uses the SharpCompress for archive handling. This is licensed under the MIT License, which may be found in here.
  • openBVE uses the Reactive Extensions This is licensed under the Apache License, Version 2.0, which may be found in here.
  • openBVE uses the Ude for character set detection. This is tri-licensed under the Mozilla Public License v1.1, GPL 2.0 and LGPL 2.0, which may be found in here.
  • openBVE uses the XamlBehaviors for WPF This is licensed under the MIT License, which may be found in here.
  • openBVE uses the [TOLK] (https://github.com/dkager/tolk) library for screen reader API access. This is licenced under the LGPL V3 which may be found in here

openbve's People

Contributors

leezer3 avatar s520 avatar marcriera avatar cwfitzgerald avatar mgavioli avatar transifex-integration[bot] avatar jakubvanek avatar zbx1425 avatar stop-pattern avatar buttercookie42 avatar v1993 avatar city-busz avatar andylin2004 avatar kenny-hui avatar perhenrik90 avatar quorkqtar avatar piotrulos avatar ginga81 avatar

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