Sauerbraten source code license, usage, and documentation.

You may use the sauerbraten source code if you abide by the ZLIB license
http://www.opensource.org/licenses/zlib-license.php
(very similar to the BSD license):


LICENSE
=======

Sauerbraten game engine source code, any release.

Copyright (C) 2001-2006 Wouter van Oortmerssen.

This software is provided 'as-is', without any express or implied
warranty.  In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not
	claim that you wrote the original software. If you use this software
	in a product, an acknowledgment in the product documentation would be
	appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
	misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.


LICENSE NOTES
=============
The license covers the source code found in the "src" directory of this
archive, the included enet network library which sauerbraten uses is covered by
an MIT-style license, which is however compatible with the above license for all 
practical purposes.

Game media included in the game (maps, textures, sounds, models etc.)
are NOT covered by this license, and may have individual copyrights and
distribution restrictions (see individual readmes).


USAGE
=====
Compiling the sources should be straight forward.

Unix users need to make sure to have the development version of all libs
installed (OpenGL, SDL, SDL_Mixer, SDL_Image, zlib, libpng). The included
makefiles can be used to build.

Windows users can use the included visual studio .net project files, which
references the lib/include directories for the external libraries and should
thus be self contained. Release mode builds will place executables in the bin dir
ready for testing and distribution. Do not come ask me for help in compiling
or modifying the sources, if you can't figure out how to do this yourself
you probably shouldn't be touching the files anyway.

An alternative to visual studio for Windows is MinGW. In order to compile 
using MinGW, copy Makefile.mingw from the mingw directory to the src directory.
You can also optionally copy make.mingw.bat to the sauerbraten directory for an
easy way to compile.

The sauerbraten sources are very small, compact, and non redundant, so anyone
wishing to modify the source code should be able to gain an overview of
sauerbraten's inner workings by simply reading through the source code in its
entirety. Small amounts of comments should guide you through the more
tricky sections.

When reading the source code and trying to understand sauerbaten's internal design,
keep in mind the goal of cube: minimalism. I wanted to create a very complete
game / game engine with absolutely minimal means, and made a sport out of it
keeping the implementation small and simple. Sauerbraten is not a commercial product,
it is merely the author's idea of a fun little programming project.


AUTHOR
======
Wouter van Oortmerssen aka Aardappel
wvo at gmx dot net
http://strlen.com

For additional authors/contributors, see the sauerbraten binary distribution readme.
