Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D (http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by Jukka Jylänki (clb) http://clb.demon.fi/projects/rectangle-bin-packing
- Tangent generation from Terathon http://www.terathon.com/code/tangent.html
- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by Tom Forsyth http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by Glenn Fiedler http://gafferongames.com/game-physics/networked-physics/
- Euler Angle Formulas by David Eberly https://www.geometrictools.com/Documentation/EulerAngles.pdf
- Red Black Trees by Julienne Walker http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
- Comparison of several sorting algorithms by Juha Nieminen http://warp.povusers.org/SortComparison/
DXT / PVRTC decompression code based on the Squish library and the Oolong Engine. Jack and mushroom models from the realXtend project. (https://www.realxtend.org) Ninja model and terrain, water, smoke, flare and status bar textures from OGRE. BlueHighway font from Larabie Fonts. Anonymous Pro font by Mark Simonson. NinjaSnowWar sounds by Veli-Pekka Tätilä. PBR textures from Substance Share. (https://share.allegorithmic.com) IBL textures from HDRLab's sIBL Archive. Dieselpunk Moto model by allexandr007. Mutant & Kachujin models from Mixamo. License / copyright information included with the assets as necessary. All other assets (including shaders) by Urho3D authors and licensed similarly as the engine itself.