@c -*-texinfo-*-
@node Contributors, , Authors, CS Introduction
@section Crystal Space Contributors
@cindex Contributors

@c ---------------------------------------------
@c This document was last updated on Apr 8 2004
@c ---------------------------------------------

This is a list of people who have contributed to Crystal Space in one way or
another.  Some of these people are no longer active with Crystal Space and may
not be reachable.  This list is sorted alphabetically by first name.

@itemize @bullet
@item
Adam Bradley (@email{artdodge@@cs.bu.edu})

Adam worked a lot on the Crystal Space event system. He designed it completely
from scracth and then did all the needed implementation work.

@item
Alessandro Russo (@email{alessandro.russo@@ntt.it})

Alessandro contributed a patch for the X11 driver which allows simultaneous
keypresses and disables autorepeat.  This makes movement much smoother.

@item
Alex Pfaffe (@email{ddg@@oz.net})

Alex integrated Crystal Space with the @sc{vcollide} library for collision
detection.  Later he removed @sc{vcollide} and used @sc{rapid} instead.  He
then rewrote @sc{rapid} to work better with Crystal Space.  He also contributed
the (long defunct) @sc{ddg} landscape engine.

@item
Anders Reggestad (@email{anders@@pvv.ntnu.no})

Anders fixed @code{csGetTicks()} to be multi-thread safe and also made sure it
does not overflow.

@item
Anders Stenberg

Anders added the @sc{ode} based dynamics plugin.  He also wrote the original
(and now obsolete) effect-system which was the first integration of more
advanced OpenGL features into Crystal Space.  Anders was also one of the
initiators and main contributors to the new advanced rendering system. He also
worked on the (now defunct) Pico@sc{gui} plugin.

@item
Andon M. Coleman

Andon patched 3ds2lev so it works correctly for non-texture mapped @sc{3ds}
objects.

@item
Andreas Busch (@email{nobita@@t-online.de})

Andreas made a few fixes to Crystal Space, and applied numerous corrections
for typographical errors in the Crystal Space manual.

@item
Andreas Hoefler

Andreas re-wrote and cleaned up the @sc{wav} loader.

@item
Andrew Apted (@email{ajapted@@netspace.net.au})

Andrew added a (now defunct) @sc{ggi} driver to Crystal Space.  @sc{ggi}
information available at:

@uref{http://www.ggi-project.org/}

@item
Andrew Craig (@email{acraig@@paqrat.com})

Andrew worked a bit on the sprcal3d mesh object, and also applied numerous
other smaller fixes.

@item
Andrew Kenneth Milton (@email{akm@@zeus.theinternet.com.au})

Andrew provided an early (now defunct) makefile for FreeBSD and supplied some
other FreeBSD patches.

@item
Andrew Mann (@email{amann@@tccgi.com})

Andrew made several fixes and optimizations.  He also created partedit, the
particle editor. Andrew also contributed the new 3D sound system.

@item
Andrew Topp (@email{talmakion@@yahoo.com.au})

Andrew worked on shader expressions, the Pico@sc{gui} plugin, and made a few
other changes.

@item
Andrew Zabolotny (@email{bit@@eltech.ru})

Andrew was a major contributor to the project.  He was one of those developers
who did far more work than can possibly be detailed in this small blurb, and
his contribution to Crystal Space is far more extensive than this tiny entry
implies. Here is an excerpt of his contributions:

@itemize @bullet
@item
Helped a lot with general project maintenance and bug fixing.
@item
Ported Crystal Space to @sc{os/2}.
@item
Changed Crystal Space to read/write @sc{zip} files instead of the
@sc{csar} archive format.
@item
Enhanced Crystal Space to read @sc{png} files.
@item
Did a major rewrite of the platform-dependent portions of the project.
@item
Wrote the 2D sprite support.
@item
Wrote @sc{csws}, the original Crystal Space Windowing System, and MazeD, an
unfinished (and now defunct) Crystal Space map editor.
@item
Made many useful improvments to @code{DrawPolygon()} and
@code{DrawPolygonQuick()} in the software renderer.
@item
Contributed to the halo code.
@item
Introduced the first @sc{mmx} support.
@item
Re-wrote the @sc{djgpp} port (non-Allegro) to use 16-bit and also support more
video modes.
@item
Ported almost all assembly to @sc{nasm} and wrote a few new routines.
@item
Improved speed of fog and alpha transparency considerably.
@item
Is responsible for the current makefile build system.
@item
Is the created of @sc{vfs}, the Virtual File System.
@item
Created @sc{scf} as a replacement for @sc{com} and converted the project to use
it.
@item
Re-wrote csfgen, the font generator.
@item
Contributed to the engine, the map loader, the event system and various other
parts of Crystal Space.
@item
Created a nice memory debugger (now defunct).
@end itemize

@item
Ang See Chai (@email{lynx@@tm.net.my})

Ang See contributed a set of textures.

@item
Anis Ahmad (@email{anis@@cyberus.ca})

Anis updated the very early makefiles for Watcom C++ for both Crystal Space and
(the defunct) @sc{csar}.  He also made an early Crystal Space editor for
Windows 95.

@item
Antonio Gascon (@email{434961@@cepsz.unizar.es})

Antonio provided some notes which allowed a few matrix inversions to be
optimized away.

@item
Anuj Goyal (@email{agoyal@@coverty.com})

Anuj reported a few leak/memory corruption issues in @sc{cs}.

@item
Aren Blondahl (@email{rean@@pathcom.ca})

Aren applied some patches to map2cs.

@item
Ayal Pinkus (@email{apinkus@@xs4all.nl})

Ayal contributed a nice missile sprite which was used to replace the old, ugly
missile used by Walktest.  He helped create the base classes for the curve
system.  He then implemented the first Bezier curves with 3x3 control points.

@item
Benjamin Sprague (@email{sprague@@core.com})

Benjamin submitted some patches for one of the terrain plugins.

@item
Bill Bohan (@email{zorn@@technologist.com})

Bill contributed the first free textures for Crystal Space.

@item
Bjorn Hansen (@email{holomorph@@users.sourceforge.net})

Bjorn applied some event-related fixes.

@item
Bob @email{bob@@imperium.ru}

Bob provided a (long defunct) project file for Windows/Watcom C++.

@item
Bob Ham (@email{node@@users.sourceforge.net})

Bob submitted a (long defunct) makefile patch for @sc{gnu}/Hurd.  He proof-read
much of this manual.  He also started working on a map editor for Crystal
Space, called Ticle, but abandoned the project.

@item
Bart van Langen (@email{bart.van.langen@@dyme.nl})

Bart provided a few patches, a working Watcom/@sc{dos} makefile and Visual C++
project files.

@item
Boyan Hristov (@email{boyan_hristov@@newmail.ru})

Boyan contributed a lightning plugin. Boyan also added several features to
@sc{aws}.

@item
Brad Davis (@email{jbdavis@@uswest.net})

Brad provided the original @sc{cvs} hosting for Crystal Space.

@item
Brandon Ehle (@email{azverkan@@yahoo.com})

Brandon contributed the original csPython and csLua modules for scripting.
(The Python module has undergone complete re-write by Rene Jager since that
time, and the Lua module has been dropped for lack of maintenance.)  Using
csPython he wrote an Unreal map-to-Crystal Space convertor.  Brandon also
worked on the never completed (and long defunct) PlayStation2 port. He made
some improvements to @samp{csQuaternion}.  He added the (now non-existant)
@file{newdoc} directory with LaTeX documentation (which was dropped in favor of
Texinfo). Later Brandon worked on a cal3d convertor for Crystal Space and a
motion manager plugin (both of which have been completely subsumed by more
recent and functional modules by other contributors).

@item
Brendan Burns (@email{bburns@@genet.cs.umass.edu})

Brendan worked on a memory canvas which can render directly to a memory buffer
instead of a window.

@item
Brett Hall (@email{swizin@@rain.org})

Brett fixed a bug in the X11 canvas which caused it to crash at exit when the
window was closed by the window manager.

@item
Brian Haskin (@email{haskin@@ptway.com})

Brian provided some FreeBSD patches.

@item
Bruce Williams (@email{brucewil@@pacbell.net})

Bruce helped optimize the (presently defunct) Direct3D driver.  He also
contributed a set of conversion utilities to load @sc{3ds}, @file{.mdl},
etc. files.

@item
Burton Radonsxi (@email{loth@@pacificcoast.net})

Burton added an Allegro canvas.

@item
caedes (@email{caedes@@sindominio.net})

caedes submitted the @samp{Jack} sound renderer. caedes also worked
on the @samp{sprcal3d} loader and he updated the scripting plugins for
various classes in CS. caedes also worked on the physics loader plugin and
the @sc{ode} physics plugin. caedes also added a new sequence to the
engine sequence manager.

@item
Charles Al' Quarra (@email{charsquarra@@hotmail.com})

Charles contributed the @sc{opcode} and (the now obsolete) cloth plugins.

@item
Charles Vidal (@email{vidalc@@club-internet.fr})

Charles contributed a (long defunct) @sc{tcl}/@sc{tk} script for launching
Crystal Space.

@item
Chen Puning (@email{chenpuning@@hotmail.com})

Chen fixed a bug in the engine's @code{GetScreenBoundingBox()}.

@item
Chris Bruner (@email{cbruner@@ionline.net})

Chris submitted several fixes for the Borland compile.

@item
Chris Forno (@email{jcore@@users.sourceforge.net})

Chris helped with documentation.

@item
Chris Matuszewski (@email{ganamide@@yahoo.com})

Chris fixed some issues with intersecting triangles, fixed a few bugs
in @sc{aws}, and a few other issues.

@item
Christian Bayle (@email{bayle@@aist.enst.fr})

Christian Bayle contributed scripts to make a Debian package for Crystal Space.

@item
Christian Van Brussel

Christian fixed an issue in the cal3d plugin.

@item
Christopher Nelson (@email{paradox@@BBHC.ORG})

Christopher is the author and creator of the Alternate Windows System @sc{aws}
for Crystal Space.  He also added the (now defunct) cslexan (lexical analyzer)
plugin. Before he started work on the @sc{aws}, he contributed to
@sc{csws}. Christopher also created the terrbig terrain plugin, and contributed
a platform independent memory mapper.

@item
Conor Stokes (@email{cstokes@@wantree.com.au})

Conor performed some optimization of the 16-bit scanline routines in the
software renderer following optimizations by Olivier Langlois.  He was also the
main inspiration source for the current visibility algorithm work done at that
time.

@item
Dan Bogdanov

Dan was the @sc{djgpp} port maintainer for a time.

@item
Dan H@"ardfeldt (@email{swedishcoder@@sf.net})

Dan worked on the @sc{cegui} plugin.

@item
Dan Ogles (@email{dogles@@peachtree.com})

Dan provided a patch for @samp{printf()} to make it work with the Windows port.
Dan made the Direct3D port for Windows. He greatly enhanced the Windows port
and also added 16-bit support for Windows.  He also spearheaded the (now
defunct) movement to make the 3D and 2D drivers @sc{com}-compliant, and
supplied a skeleton @sc{com} framework for non-Windows platforms.  He also
contributed the early halo code to Crystal Space.

@item
Daniel Duhprey (@email{duhprey@@yahoo.com})

Daniel contributed the @samp{csOBB} class (Oriented Bounding Box).  He also
made the terrbig plugin and helped develop the @sc{ode} dynamics plugin.  He
did a good deal of work on the new rendering system; especially the shadow
system. He also worked on the new terrain engine (for new renderer).

@item
Daniel Fannar Gudbjartsson (@email{dfg@@decode.is})

Daniel did some work on the physics engine and collision detection.

@item
Daniel Fryer (@email{dfryer@@uvic.ca})

Daniel found and fixed a couple bugs: one memory leak, and one incorrect
calculation of vertex count.

@item
Desmond Fletcher (@email{desmond.fletcher@@usm.edu})

Desmond helped a bit on @file{map2cs} and updated its documentation.  He also
pointed out several bugs and errors in Crystal Space.

@item
Darius Snapkauskas (@email{snapkus@@iname.com})

Darius was busy with 3D sprites.  He contributed some unfinished stubs for his
work.  Unfortunately he seemed to have stopped supporting it.  His unfinished
code was retired and replaced completely with an implementation by Jorrit.

@item
David N. Arnold (@email{derek_arnold@@fuse.net})

David enhanced the @sc{dos} port made by Murat.  He added C++ classes and
@sc{vesa} support.  David also wrote the original Pentium assembler version of
@file{scan.cpp} in the software renderer.

@item
David M. Asbell (@email{dasbell@@users.sourceforge.net})

David added support for SpriteSockets, a mechanism for attaching sprites
to specific places on other sprites.

@item
David Durant (@email{ddurant@@novametrix.com})

David added code for sprite selection to WalkTest and also applied some fixes
for sprites. He cleaned up some code in WalkTest, and added a double-linked
list class.

@item
David Huen (@email{smh1008@@cus.cam.ac.uk})

David did a some work to improve the original BeOS port.

@item
Denis Dmitriev (@email{mrsigma@@home.com})

Denis contributed a routine to split a convex object into slices parallel to
the view plane (useful for volumetric fog).  He added a progress bar to the
console (during lighting) and added a new way to do bilinear filtering for the
software renderer.  He also dramatically improved the quality of the
precalculated lightmaps in the software renderer.  Denis improved the movement
system in WalkTest by implementing gravity and better collision detection
(using the collision detection system from Alex Pfaffe).  He added the
(defunct) metademo application which was later reworked to become the
@file{metaballs} mesh object.  He also fixed a number of bugs.

@item
Doug Rabson (@email{dfr@@nlsystems.com})

Doug helped fixed a possible memory leak with @sc{shm} extension in the X11
driver.

@item
Dmitry Derevyanko (@email{dmitryd@@robotics.eecs.berkeley.edu})

Dmitry helped by running Purify and solving numerous bugs that way.  He also
contributed (now defunct) makefiles for @sc{irix}/@sc{sgi}.

@item
Eric Sunshine (@email{sunshine@@sunshineco.com})

Eric is one of the developers who does far more work than can possibly be
detailed in this small blurb, and his contribution to Crystal Space is far
more extensive than this tiny entry implies. His contributions include:

@itemize @bullet
@item
Ported Crystal Space to MacOS/X, MacOS/X Server (Rhapsody), OpenStep, and
NextStep.

@item
Is the designer, instigator, and (often) implementor of many of the sweeping
architectural changes to the project which have taken it from a monolithic and
inflexible Quake-@emph{wannabe} to a well-designed, and well-thought-out,
modular, and extensible package aimed at a much wider audience. A small list of
such sweeping changes includes: Replacement of the monolithic @sc{scf}
registration database (@file{scf.cfg}) with a self-describing plugin facility;
eradication of the monolithic ``system driver'' class and related convolutioin
which prevented Crystal Space from acting as a component capable of being
@emph{plugged into} a larger, existing application framework; creation of the
domain-based configuration facility which allows higher-priority components to
override settings of lower-priority components, and which maintains
user-specific settings separately from factory-supplied (read-only) settings
(the user-specific settings can roam with the user if supported by the
platform); the @samp{object registry}, which is a general-purpose container
accessible to all components, and into which components can place any resources
they wish to share with other components; instigation of the event system
overhaul to take it from a monolithic, unalterable facility to a completely
extensible one in which any plugin module or custom application can define and
create new event types dynamically (without having to modify the Crystal Space
event definitions); and much more.

@item
Fixed hordes upon hordes of bugs and problems throughout the project.

@item
Provided significant updates and clean up to the build systems, source code,
organization, and architecture.

@item
Added an automated synthesis process for the Windows/@sc{msvc} project files.
This process gleans necessary information from the @sc{gnu} makefiles
throughout the project in order to entirely eliminate manual maintenance of
these files.

@item
Added automated generation of @sc{cvs} @samp{snapshots}. These are packages
(archive files) containing the complete @sc{cvs} tree. Also, log files and
@dfn{diff} files are generated.

@item
Took on the task of acting as master editor of the Crystal Space documentation.
As part of this job, he has written much of the content which ties together
various portions of the manual, fleshed out much of the bare skeleton and
written many otherwise absent sections. He is also responsible for the
documentation's current look and feel and has created an entire supporting
infrastructure to make documentation available easily and automatically on all
supported platforms. He set up the automated @sc{api} reference generation,
node repairing for the Texinfo documentation source, and conversion of Texinfo
to various other formats.  He has also pored through the documentation and
updated many out of date references.

@item
Re-wrote and re-engineered the (now defunct) BeOS port of Crystal Space almost
entirely from scratch, in the process making it about 98% functional as
compared to being only about 15% functional before the re-write.

@item
Re-engineered Crystal Space's network driver architecture and completely
rewrote the network drivers from scratch.  The new architecture is far more
robust, generalized, and usable than the old.

@item
Coerced Crystal Space to use @sc{gnu} Autoconf for configuration (or, looked at
another way, he coerced Autoconf to work with Crystal Space), and wrote all of
the underlying configuration support code (no small job).
@end itemize

@item
Eric Wigforss (@email{ewigforss@@novametrix.com})

Eric applied a few Windows-specific patches to the networking code.

@item
Erik Namtvedt

Erik contributed the (now defunct) ensocket network plugin.

@item
FragDance Galore (@email{fragdance@@hotmail.com})

FragDance contributed a @sc{wal}/@sc{sgi} loader, and added initial support for
alpha maps to the texture loaders. He also contributed to the halo code.

@item
Frank O'Connor (@email{frank@@oconnors.org})

Frank maintained the Windows port of Crystal Space for a while.  One of the
first tasks he undertook was a reorganization of the @sc{msvc} project
files. He also helped with project maintenance in general.

@item
Frank Richter (@email{res@@crystalspace3d.org})

Frank has done too much to mention.  He has worked a great deal on many parts
of the project, making from minor to large-scale changes, ranging from the
build system, to the plugin system, to the renderer, to the engine.  He has
done a lot of work on the new renderer architecture, and has been a driving
force in improving localization and internationalization support.

@item
Fritz Elfert (@email{fritz.elfert@@millenux.com})

Fritz fixed some bugs in sprcal3d, map2cs, null renderer, @sc{vfs},
@samp{csStringArray}, etc.

@item
Gary Clark (@email{GaryC@@jeld-wen.com})

Gary designed the basic framework of the @samp{Graphics3D} class (which later
became @samp{csGraphics3D}, and which later spawned the @samp{iGraphics3D}
interface).  Gary also made an extension to optionally allow the use of
accurate @sc{rgb} light sourcing in the software renderer. (It is optional
because it slows the texture cache.)  He also supplied a patch to fix the
problem with the X11 driver where it would not start drawing until an expose
event was generated.  He contributed the @file{lin_joy.cpp} file, which
provided an example of how to use the joystick from within
@sc{gnu}/Linux. (This was never integrated into the project, however Norman
Kr@"amer much later provided a @sc{gnu}/Linux joystick plugin which is part of
the project.)

@item
Gary Haussmann (@email{g.haussmann@@worldnet.att.net})

Gary wrote the original OpenGL renderer, as well as the early importers for
@sc{3ds} and @file{.md2} models.

@item
George Yohng (@email{cspace@@mmts.nsys.by})

George added an @sc{sdl} canvas plugin and reported some bugs.

@item
Gert Steenssens (@email{gsteenss@@eps.agfa.be})

Gert wrote the @sc{gnu}/Linux drivers for the sound system and also converted
the @sc{svgalib} driver to @sc{com} (way back when @sc{com} was used in the
project.  He also helped develop the @sc{gnu}/Linux-Glide and OpenGL ports.

@item
Greg Ewing (@email{greg@@cosc.canterbury.ac.nz})

Greg contributed a patch which greatly increased the computation speed of the
initial palette table in the software renderer.

@item Hariharan Bhasker (@email{hbhasker@@yahoo.com})

Hariharan wrote the @samp{pathtut tutorial} for Crystal Space, which shows
how to use the @code{csPath} class to smoothly move an object along some path.

@item
Helge Foerster (@email{Helge.Foerster@@t-online.de})

Helge suggested the algorithm for texel filtering used by the software
renderer.

@item
Hristo Hristov (@email{hhristov@@delin.org})

Hristo worked on the genmesh animation plugin. He also did various shader
updates and worked on the stencil2 shadow plugin.

@item
iceeey

iceeey worked on the @sc{cegui} plugin and a few other smaller changes.

@item
Ivan Avramovic (@email{iavramov@@ibm.net})

Ivan cleaned up the matrix/vector code and rewrote the @samp{csCamera} class.
He also helped a lot with cleaning up the perspective projection and clipping,
in which he made some considerable improvements.  He also helped fix a lot of
bugs with portals and clipping.  Ivan also enhanced the image loader classes to
make it possible to dynamically add new image formats even with a pre-compiled
Crystal Space library.  He re-wrote the map loader routines and added the
@samp{csObject} library.  He also separated the very early scripting support
from the engine.

@item
Jaison Lee (@email{jaison@@apk.net})

Jaison contributed a new version of @file{police.fnt} which eliminates an error
experienced by the Borland compiler.

@item
James Baicoianu (@email{james@@baicoianu.com})

James implemented @samp{iPolygonMesh} in the ball mesh plugin.

@item
James Thompson (@email{jamesthom@@users.sourceforge.net})

James applied a few fixes to the Python plugin.

@item
Javier Santos (@email{jsantos@@infonegocio.com})

Javier contributed an @sc{xml}/Schema for the Crystal Space map file format.

@item
Jeff Lundin (@email{jlundin@@fz.ml.org})

Jeff helped with the @sc{djgpp} port.

@item
Jerry A. Segler Jr

Jerry added theme support to @sc{csws}.

@item
Jesko Schwarzer (@email{jesko@@bigfoot.de})

Jesko suggested a way to improve speed of volumetric fog.

@item
Jesse McClusky (@email{Jesse.McClusky@@PSS.Boeing.com})

Jesse made the most recent (yet long defunct) Amiga port.

@item
Jochen Moench (@email{jochen.moench@@de.thalesgroup.com})

Jochen submitted a patch for @code{SetAction()} in the spr3d plugin.

@item
John Harger (@email{john_h@@selectpath.com})

John worked on the new renderer particle system.  He fixed various other issues
(mostly related to the new renderer), and improved the error reporting of the
plugin loader on Windows.  John also worked on the PS1 shader plugin and made
numerous changes to the particle plugin.

@item
John Lilley (@email{jlilley@@empathy.com})

John managee the defunct Crystal Space Texture Archive.

@item
Jon Heiner (@email{jonh@@MIT.EDU})

Jon provided a few patches and a (now defunct) makefile for the
@sc{sgi}/@sc{irix} port.

@item
Jonathan Hudson (@email{jhudso1@@gl.umbc.edu})

Jonathan fixed a bug in the @sc{bmp} reader which made the image load
up-side-down.

@item
Jonathan Hudson (@email{nathanoj@@realmail.2ndmail.com})

Jonathan implemented visibility testing for particle systems.

@item
Jonathan Tarbox (@email{jtarbox@@sbcglobal.net})

Jonathan made some small enhancement to the (now defunct) BeOS port of Crystal
Space.  He also performed the bulk of the conversion of the event system from
the inflexible, monolithic design to the newer extensible, dynamic design, and
made events serializable.

@item
Jorge Acereda (@email{al004046@@anubis.uji.es})

Jorge made several contributions: FreeBSD/NetBSD port, fixed the @file{.md2}
importer to recognize actions, fixed some bugs in mdl2spr, fixed some bugs in
3ds2lev, fixed some bugs in the engine, resolved some memory leak fixes,
@code{dlopen()} fixes, fixed a few bugs in Blocks, and some other smaller
changes.

@item
Jorrit Tyberghein (@email{jorrit.tyberghein@@gmail.com})

Jorrit is the main author of Crystal Space.  He wrote the initial engine with
the main current functionality.  He is still the main driving force of the
project.  Contact him for any general and strategic questions as well as
specific implementation issues.  Jorrit's home address is Schoonstraat 11,
3020 Veltem Beisem, @sc{belgium}.

@item
Justin Miller (@email{j5t@@gmx.net})

Justin contributed a number of patches, some documentation, significant work on
early physics, including a demonstration application.

@item
Jyrki O Saarinen (@email{jxsaarin@@cc.helsinki.fi})

Jyrki created the original Amiga port of Crystal Space (now defunct).

@item
Karlis Freivalds (@email{karlisf@@cclu.lv})

Karlis found and fixed a few bugs in the Watcom port.

@item
Keith Fulton (@email{keith@@paqrat.com})

Keith added the ability for rain drops to do collision detection with the
surrounding geometry. He also worked on various other components, such as the
sequence manager.  He has also fixed various bugs, and has contributed
significantly to the sprcal3d mesh object plugin.

@item
Krishnan Shrikumar (@email{krish@@urbyte.com})

Krishnan wrote the @file{sectorexport} Blender export script.

@item
Leandro Ezequiel Lovisolo (@email{lovisolo@@datafull.com})

Leandro contributed the @file{crystal.fgd} definition file for Worldcraft.  He
also made a few updates to the map2cs tutorial.

@item
Leslie Saputra (@email{gwfremin@@bellsouth.net})

Leslie contributed some code to implement @dfn{freelook} functionality to
Walktest, like that in Quake.

@item
Loic Dachary (@email{loic@@gnu.org})

Loic added a patch for better error reporting when a plugin
fails to load, and also supplied a small patch for @file{cs-config}.

@item
Luca Cappa (@email{groton@@gmx.net})

Luca applied some various small fixes (engine lights, @sc{aws}, etc.).

@item
Luca Pancallo (@email{lpancallo@@ptc.com})

Luca extended the @sc{ase} importer, and added a Crystal Space sprite exporter.
He also sent a patch for mdl2spr and made various fixes to 3ds2lev. Luca
contributed the @sc{3dsmax} exporter script.

@item
Marc Haisenko

Marc fixed a bug with @sc{aws} radio buttons.

@item
Mark Welch

Mark submitted a few patches for the @sc{msvc} project files before they were
synthesized automatically.

@item
Markus F.X.J. Oberhumer (@email{k3040e4@@wildsau.idv-edu.uni-linz.ac.at})

Markus provided a small patch for the X11 driver.

@item
Markus Korth (@email{mkorth@@military.de})

Markus fixed a bug in the (now defunct) @file{unixconf.sh} script.

@item
M@aa{}rten Svanfeldt (@email{developer@@svanfeldt.com})

Marten now as a Crystal Space Project Administrator has done far more work and
helped the project in so many ways, they are too numerous to completely
detail here.

@itemize @bullet
@item
Marten added support for vertex-programs to the old OpenGL renderer.

@item
Marten was one of the initiators of the new advanced OpenGL renderer and
wrote large part of the interface.  He has written parts of the renderer
itself and the shader system.

@item
Marten also worked on the new @sc{scf} system in Crystal Space
and he is the main author of the new lightmap system.

@item
Marten has performed Crystal Space wide changes and additions that have
enhanced the codebase considerably.

@item
Marten is a leading Crystal Space developer with the Microsoft @sc{msvc}
toolset and has been at the forefront of adding support for the latest
versions and maintaining compatibility with the Crystal Space codebase.

@item
Recently Marten has been working on a new particles system for Crystal Space.
@end itemize

@item
Martin Geisse (@email{mgeisse@@gmx.net})

Martin converted many of the Crystal Space text and LaTeX documents to Texinfo
format.  He contributed a random dungeon generation plug-in module, as well as
a sample program which demonstrates its use. Martin added the model data
classes and rewrote the old model importer in a more modular way. He also
cleaned up some of the utility classes, parts of the (defunct) @dfn{system
driver} and parts of the engine, added the configuration manager which was
designed by Eric Sunshine, changed many applications to use the @samp{engine}
as a plug-in (rather than linking it statically), and added the simplept
application. He added @samp{fast interfaces} to @sc{scf}. Martin also
completely rewrote the @samp{Software} and @samp{DirectSound} sound
renderers, and modified the map file loader and the image loader to
work as plug-ins.

@item
Matt Reda (@email{mreda@@mac.com})

Matt contributed an OpenGL driver, a CoreGraphics driver, and a CoreAudio
driver for the MacOS/X port of Crystal Space.  The addition of these drivers
made Crystal Space a viable option for game development on Macintosh.
(Previously, only software rendering was supported via a Cocoa-based window.)
Matt also worked a bit on the isometric engine and added a split-view option to
WalkTest.

@item
Mattias Engdegard (@email{f91-men@@nada.kth.se})

Mattias provided a patch for cleaner handling of the X11 visual and window
creation.

@item
Mathew Sutcliffe (@email{oktal@@users.sourceforge.net})

Mathew added functions to parse input (keyboard, mouse, joystick) to and from
text. He contributed the Perl bindings, and has made other smaller
contributions.

@item
Matthew Tang

Matthew added a map file exporter script for Blender.

@item
Matze Braun (@email{matze@@braunis.de})

Matze made various changes, fixes and enhancements to the project (too many to
list). Some of the more important include: creation of the cs-config script,
annotation facility for online documentation, several bug fixes, enhancements
and fixes to map2cs, null canvas for the null renderer, work on the Cygwin
port, viewmesh enhancements, @sc{vfs} support for @samp{csFileDialog}.  Matze
also created the Crystal Space @sc{jam} build system.

@item
Maurice Vosmeijer (@email{Maurice.Vosmeijer@@ehv.sc.philips.com})

Maurice helped to maintain the (now defunct) Amiga port at one time.

@item
Mendrak (@email{mendrak@@worldnet.att.net})

Mendrak submitted a patch to add @code{MountRoot()} to @sc{vfs} and also
extended standard font server for alpha maps.

@item
Micah Dowty (@email{micah@@navi.picogui.org})

Micah fixed timer resolution in @sc{gnu}/Linux. He also contributed the
movie-recorder plugin, helped with the PicoGUI plugin, and designed and
installed the nice Crystal Space logo which appears in Walktest.

@item
Michael D. Adams (@email{mdmkolbe@@gmail.com})

Michael worked together with Marten Svanfeldt on the new @sc{scf} system.
Besides that he did lots of fixes throughout Crystal Space.

@item
Michael Dale Long (@email{mlong@@custom.net})

Michael helped fix the Glide driver and contributed a number of other small
fixes.  He is also the author of the (long defunct) Crystal Clear project which
was included in Crystal Space.  Crystal Clear served as a game layer on top of
Crystal Space.  Michael also wrote the default version of DrawPolygonMesh(). He
helped a bit with the Windows port and with the console plugin. He wrote the
early @sc{cvs} guideline in the manual.

@item
Michael Day (@email{mikeday@@corplink.com.au})

Michael made a small attempt to coerce Crystal Space to use Autoconf, but
abandoned the effort.

@item
Michael Ewert (@email{mewert99@@yahoo.com})

Michael contributed the (long defunct) csPhyzik library to Crystal Space, along
with a test application.

@item
Michael O'Shea

Michael found a bug in @code{iLoader::LoadMeshObject()}.

@item
Michael Voase (@email{mvoase@@midcoast.com.au})

Michael cleaned up the texture manager in the software renderer and added some
minor features. He also fixed several bugs, most importantly, buggy
implementations of @code{HitBeamObject()} in several mesh objects; and fixed
bounding box problems. He moved @file{metaballs} to a mesh object plugin, and
added a blobby texture for them. He wrote the motion manager and contributed a
shuttle model for @file{csdemo}.

@item
Mike Bond (@email{mbond@@cox.rr.com})

Mike added fullscreen support to the X11 canvas.

@item
Mike Gist (@email{xordan@@gmail.com})

Mike wrote a thread manager system which provides the ability to easily
execute any function in another (main or non-main) thread. Using this system,
he modified the level loader (and related plugins) to be multi-threaded (scaling
to any number of threads). Other work done by him includes a SIMD framework - to
detect cpu support for such instructions at runtime, and fixes to many areas of
Crystal Space.

@item
Mike Handverger

Mike worked on the @sc{ode} physics plugin.

@item
Murat Demircioglu (@email{demircio@@boun.edu.tr})

Murat was the first contributor for Crystal Space.  He provided the first
patches and changes to port Crystal Space to @sc{dos}.

@item
Nathaniel Saint Martin (@email{noote@@bigfoot.com})

Nathaniel was an eager Crystal Space fan.  He even had his own web page (now
defunct) dedicated to Crystal Space.

He enhanced Arnold's @sc{dos} port so that it worked with the Watcom C++
compiler.  He also suggested and implemented a restructuring of the
platform-dependent code with every port having its own directory.  He is also
the original author of the @samp{simpcon} input/output console.  Nathaniel was
also the first to actually present Jorrit with an almost working Windows 95
version with source. Nathaniel is responsible for much of the early sound
support code in Crystal Space (mostly now rewritten).  He made the basic sound
system, wrote the Windows drivers and wrote support for 3D sound.  Nathaniel
created a Windows/@sc{dos} configuration utility which allowed easier editing
of @file{cryst.cfg} (an old-time configuration file).  In addition he also
enhanced the (now non-existant) @sc{csar} utility.  He also helped develop the
Windows/Direct3D and Windows/OpenGL versions and is co-author of the (now
defunct) Glide port.  He made some enhancements to the 3D sprites including two
convertors from Quake @file{.mdl} and Quake 2 @file{.md2} to Crystal Space (now
combined into the single @file{mdl2spr} utility.

@item
Neil Mosafi (@email{nmosafi@@gmail.com})

Neil contributed a custom cursor plugin which allows use of arbitary images
(via @samp{iImage}) as mouse cursors. Neil also worked on the @sc{vos}
networking plugin.

@item
Nicholas Blumire (@email{empathy@@empathy.hostingcheck.com})

Nicholas submitted a few bug fixes.

@item
Nicholas Francis (@email{nicholasfrancis@@iname.com})

Nicholas made a few contributions to MazeD, Andrew Zabolotny's long defuct and
unfinished map editor.

@item
Noah Falk

Noah fixed numerous problems and made some large-scale changes to @sc{aws}.

@item
Noah ``angelbob'' L. Gibbs (@email{angelbob@@users.sourceforge.net})

Noah helped out on Michael Ewert's csPhyzik library.

@item
Norman Kr@"amer (@email{norman@@users.sourceforge.net})

Norman contributed several fixes and new features and helped with code cleanup.
In particular he worked on the sound code, the engine, @sc{csws} and the
graphics drivers.  He also worked on the image loaders.  For example he split
the former monolithic image loader into several modules, added write-support to
many of them, fixed the @sc{bmp} loader to be endian correct and added
@sc{rle8} encoding to the @sc{bmp} loader.  Norman also added the
@samp{csQuaternion} class and updated the (now defunct) Glide drivers.  Norman
contributed a FreeType font server plug-in.  He added a grid-view to @sc{csws}.
He also added a sound renderer using the @samp{artsd} sound server that
comes with the @samp{aRts} system (www.arts-project.org).  Norman added an
export script for Blender.  He added texture coordinate animation to 2D
sprites.  He worked on the video file streamer.  Norman also added the
(unused and removed) @samp{csCrystalBall} culler and the fancy console plugin.
 In addition he also did a good deal of work on the OpenGL renderer
(mostly support for extensions).  Norman worked on @sc{aws} and created a
convertor from @sc{qt} to @sc{aws}. Norman also added several sound related
modules, such as @samp{ogg}.

@item
Olivier Langlois (@email{olanglois@@sympatico.ca})

Oliver made a few fixes to the event system in and ported an early Crystal
Space to Borland C++.  He also found and fixed some memory leaks.  He
contributed the @samp{MemoryHeap} class for the texture cache in the software
renderer.  Olivier ported the @sc{gcc} assembler functions to Visual C++ and
implemented a few additional Visual C++ assembly functions.  He implemented the
@sc{bmp} loader.  He also optimized and helped optimize several key-functions
in the engine pipe-line.  For example, he managed to nearly @emph{double} the
speed of the assembler scanline routines. Lightmap generation and math
functions were also improved.

@item
Oriol Esteve

Oriol fixed an OpenGL lightmap alignment bug.

@item
Patrick McFarland (@email{diablod3@@gmail.com})

Patrick is co-author of the Autoconf @code{CS_PATH_CRYSTAL()} macro which
foreign projects can employ to determine if Crystal Space is installed.

@item
Paul Garceau (@email{pgarceau@@teleport.com})

Paul contributed a (now defunct) makefile for Windows @sc{nt} using @sc{gcc}
and helped to maintain that port.

@item
Peter Amstutz (@email{tetron@@student.umass.edu})

Peter provided a patch to speed up loading of 3D sprites considerably.  Peter
worked together with Brendan Burns on the memory canvas. He also added two
canvas-related broadcast events, and made a few other small correction.  Peter
created the @sc{vos} networking plugin.

@item
Peter Donald (@email{donaldp@@lion.cs.latrobe.edu.au})

Peter fixed some issues and bugs with the early sound drivers.

@item
Petr Kocmid (@email{pkocmid@@atlas.cz})

Petr helped fix the Glide driver on Windows, and added @sc{xml} output to
@file{map2cs}.

@item
Phil Harvey (@email{filrv@@syroxdev.co.uk})

Phil suggested a statistics counter to illuminate the number of polygons
considered and drawn each frame.  He helped Nathaniel to get the Windows 32-bit
port working.  Phil patched @code{find_rgb_slow()} in the software renderer to
make it slightly faster (but he forgot to rename it to
@code{find_rgb_slow_somewhat_faster()}.  :-)

@item
Philip Walls (@email{malverian@@lockless.dyndns.org})

Philip added software cursor drawing to the @sc{svgalib} canvas.

@item
Philip Wyett (@email{philswyett@@gmx.co.uk})

Philip acted as general maintainer of the Window port for quite a while (and
performed general maintenance), wrote build instructions for @sc{msvc},
Mingw, and Cygwin, and created installable packages of support libraries for
Crystal Space on Windows. Philip is after a while of inactivity is now back
working on Crystal Space, but with concentration on the @sc{gnu} Linux port.

@item
Philipp Aumayr (@email{phueppl@@gmx.at})

Philipp helped work on the new OpenGL renderer and also participated in its
design discussions.

@item
Philipp Spoth (@email{Spoeth@@t-online.de})

Philipp helped with optimizing the texture cache in the software renderer.  He
also helped optimize a few other routines.

@item
Piotr Obrzut (@email{piotr_obrzut@@o2.pl})

Piotr worked on the @sc{ode} physics plugin and also on the @samp{bullet}
physics plugin.

@item
Ralf Eisele (@email{eiselera@@pcpool1.informatik.uni-ulm.de})

Ralf updated the (now defunct) Amiga port to Crystal Space version 0.09.

@item
Randall Foreman (@email{eidpers@@comcast.net})

Randall supplied a number of patches and build-time problem reports aimed at
making the 0.97 version of the project buildable with the Borland compiler.

@item
Reed Hedges (@email{reed@@zerohour.net})

Reed worked on the @sc{vos} networking plugin together with Peter Amstutz, and
addressed a few other minor issues at various points in the project.

@item
Rene Dudfield (@email{illumen@@yahoo.com})

Rene made an attempt to add some rudimentary networking support (long ago
discarded) to Blocks game, and contributed to the 3D sprite code. He also
provided a set of export scripts for Blender.

@item
Rene Jager (@email{renej.frog@@yucom.be})

Rene performed the bulk of the work on Crystal Space's language-agnostic Swig
interface file (@file{cspace.i}).  This file is used by all present external
language bindings, and should be usable by future ones, as well.  He is also
responsible for the Java bindings, and the present incarnation of the Python
scripting module.  Rene also applied some fixes the @sc{opcode} plugin.

@item
Richard D. Shank (@email{rdscrystalspace@@rhinogames.com})

Richard added the @sc{3ds} model importer. He also converted the old
statically-linked terrain engine to a plug-in.

@item
Richard Uren (@email{richard@@starport.net})

Richard made several changes and fixes to the isometric engine and also
contributed a loader for it.

@item
Robert Bate (@email{rbate@@mac.com})

Robert maintained the (now defunct) pre-Carbon Macintosh port.

@item
Robert Blum (@email{r.blum@@advertainment.com})

Robert patched Dan Ogles' @code{printf()} patch to avoid buffer overrun, and
also found a bug in the @sc{gif} loading code.  He also ran a memory debugger
on Crystal Space and found and fixed many bugs thus reported.

@item
Rodolphe Ortalo (@email{ortalo@@laas.fr})

Rodolphe patched the Glide driver to work on @sc{gnu} Linux.  He also provided
output from Purify which helped track down some problems.

@item
Roland Reckel (@email{luxx@@yahoo.com})

Roland contributed a simple terrain engine.

@item Ryan Surkamp (@email{deathatsight@@yahoo.com})

Ryan made a bezier-based landscape engine.

@item
Samuel Humphreys (@email{samuelh@@ntlworld.com})

Samuel submitted some patches for sprites, and patched the X11 drivers to allow
window resizing to work.  Samuel added the original (now defunct) procedural
texture system to the project, which made it possible to render on textures
procedurally and use those textures to map polygons, as usual.  He also helped
to clean up the engine code, and added the (defunct) perfstat plugin.

@item
Scott Bowden

Scott added an Unreal-to-Crystal Space converter.

@item
Scott Wood (@email{scott@@geekland.cx})

Scott sent patches to allow Crystal Space to compile on Alpha machines.

@item
Sebastian Duell (@email{wastel7@@gmx.de})

Sebastian contributed a Blender export script.

@item
Serguei @samp{Snaar} Narojnyi (@email{snaar@@idirect.ca})

Serguei added the first integrated networking code to Crystal Space (long
defunct).  His code was @sc{com}-compatible so it could be easily extended for
platform-dependent extensions.

@item
Seth Galbraith (@email{sgalbrai@@linknet.kitsap.lib.wa.us})

Seth contributed a nice missile sprite for Walktest, and he fixed the texture
bug in @file{mdl2spr}.  Seth was also a source of suggestions and bug reports.
 Seth updated the (now defunct) @sc{dos}/@sc{djgpp} documentation and
tutorial.  He also wrote the (long defunct) Squawk (@emph{Squawk}) demo which
illustrated a sky box and multiple cameras.  Seth changed the @samp{csCamera}
and @samp{csView} classes to make the @sc{fov} non-static, and so that it is
possible to recenter each view separately.  He added sprite vertex tweening and
new lighting attenuation settings.  He also worked on vertex/texel merging in
sprites, and on sprites in general, and he added several other features to the
project.

@item
Simon Boily (@email{personcountzero@@hotmail.com})

Simon made several changes to the (presently defunct) Direct3D renderer.  He
added multitexture support and render state caching.

@item
Simon Posnjak (@email{simon.posnjak@@siol.net})

Simon applied some documentation fixes.

@item
Siu-Hang (@email{shor@@cse.cuhk.edu.hk})

Sui-Hang attempted to add functionality to (the long defunct) MazeD for sector,
portals, lights, textures, etc.  He also improved the calculation time of the
palette at startup in the software renderer.

@item
Slavik Levtchenko (@email{Smirnov@@bbs.math.spbu.ru})

Slavik created one incarnation of the (now defunct) Watcom port with 16-bit
display support.

@item
Stephan Goetter (@email{sg17@@irz301.inf.tu-dresden.de})

Stephan made a very early (but never completed) attempt to add shared-library
creation support on @sc{gnu} Linux to the makefile system.

@item
Steve Israelson (@email{pfhorte@@rogers.wave.ca})

Steve made the pre-Carbon Macintosh port of Crystal Space.  He also made some
optimizations to the assembly code @code{draw_scanline()} routines in the
software renderer.  Steve made the first preliminary physics system and also
implemented an simple uniform form of dynamic lighting useful for fluorescent
lights and such.  Steve greatly enhanced the routines to parse the map format.

@item
Steven Geens (@email{old_belge@@hotmail.com})

Steven made a MilkShape-to-Crystal Space sprite convertor which also supports
skeletal animation.  Steven also fixed a very bad bug in the collision
detection system.  He worked on sprcal3d mesh object, as well.

@item
Sylvain Rochette (@email{srochette@@telweb.com})

Sylvain provided a few fixes for the Windows port.

@item
Thomas Giesel (@email{skoe@@freenet.de})

Thomas supplied a small patch for BeOS to allow full-screen mode with the
OpenGL driver.

@item
Thomas H. Hendrick (@email{thomas@@users.sourceforge.net})

Thomas started work on the now defunct OpenGL_ext renderer.

@item
Thomas Hieber (@email{thieber@@gmx.net})

Thomas was the primary maintainer of the Windows port of Crystal Space for some
time and has also contributed in various other ways.  He wrote
@code{DrawPolygonFX()} for the software renderer.  He added the (long defunct)
@samp{csGame} library and the Crystal Shooter application.  He also
significantly enhanced and maintained the Windows port and, especially, the
Direct3D port (presently defunct). Thomas also wrote @file{map2cs}, a
converter which translates Quake maps to Crystal Space format. He provided a
shuttle sprite and a space station sprite for @file{csdemo}. Thomas introduced
the concept of map nodes and key/value pairs for engine objects.

@item
Thomas Krug (@email{thomas.krug@@assix.de})

Thomas submitted some patches for the OpenGL driver.

@item
Thomas Ogbuji, Chimezie (@email{thomasog@@uiuc.edu})

Thomas wrote a Crystal Space map-to-@sc{vrml} convertor in Java.  He also wrote
a Java Crystal Space map file editor.

@item
Thomas Riemer (@email{triemer@@apt4g.a3nyc.com})

Thomas contributed a (long defunct and highly incomplete)
@samp{network manager}, as well as @sc{nstp}, a plug-in for the long ago
defunct NetSpace project.

@item
Thomas Skoldenborg (@email{thomas@@dum.chalmers.se})

Thomas fixed a problem with OpenGL renderer to prevent the 3Dfx/Mesa
combination from crashing.

@item
Tobias Brueckner (@email{tobias.brueckner@@gmx.net})

Tobias fixed several bugs in the OpenGL renderer, the engine, and one of the
terrain plugins.

@item
Toni Asco Gonzalez (@email{e3445510@@est.fib.upc.es})

Toni implemented a faster version of @code{DrawPolygonMesh()} for OpenGL. He
also fixed some bugs in @file{3ds2lev}. Toni made some modifications to
@file{map2cs}, and to @file{walktest} to support generic mesh placement.

@item
Tor Andersson (@email{d97ta@@efd.lth.se})

Tor contributed some textures.  He also donated code for reading several file
formats and a virtual machine.  This code was never integrated with Crystal
Space, but his contributions were appreciated.  Tor supplied a @file{dj_joy.c}
file which provided an example on how to use the joystick from within @sc{dos}
with @sc{djgpp}.  He also added @sc{jpeg} support to Crystal Space and support
for the mouse in @sc{djgpp}.

@item
Travis McIntosh (@email{Travis.McIntosh@@student.oc.edu})

Travis did some very fundamental work on the curve and lighting code in order
to implement both dynamic and pseudo-dynamic lights for them, and also to allow
shadows.

@item
Tristan McLure (@email{Tristan_CS@@gmx.de})

Tristan added a DirectX v6.1 canvas for Windows.

@item
Trochu Xavier (@email{xtrochu@@yahoo.com})

Trochu wrote the original (now defunct) @sc{howto} illustrating how to build
Crystal Space with Visual C++ for Windows 95, and also contributed a few small
patches to the Windows 95 version.  He added Glide @sc{api} support (together
with Nathaniel)!

@item
Troy Chard (@email{troy.chard@@shaw.ca})

Troy contributed several improvements to @file{3ds2lev}, as well as numerous
enhancements for the @file{odedynam} plugin.

@item
Vincent Knecht (@email{vince@@iefr.ath.cx})

Vincent worked the @sc{rpm} script for Crystal Space. Vincent also did
various fixes to Crystal Space.

@item
Void (@email{glitia@@texnet.ro})

Void did some work on Blocks and fixed numerous other issues.

@item
Vyacheslav L. Chupyatov (@email{sla@@istu.udm.ru})

Vyacheslav suggested some fixes to allow Crystal Space to compile with Watcom
C++ v11.  He also contributed a few makefiles for Watcom C++, and fixed a few
small bugs.

@item
Wolfgang Lehrach (@email{wolfg_l@@pro-net.co.uk})

Wolfgang wrote a Doom-to-Crystal Space convertor in Java.

@item
Wouter C. A. Wijngaards (@email{wouter@@users.sourceforge.net})

Wouter contributed a particle system to Crystal Space based upon 2D sprites.
He also added a (now defunct) full-fledged radiosity calculator.  Wouter is the
author of the game @emph{Tunnel Fighter}, which is based upon Crystal Space. He
added many of the nice particle effects plugins, and a test map for them, and
the so-called @dfn{full screen visual effects}. Wouter is the author of the
@sc{iso} engine.  He also worked on visibility culling in the terrain engine
and on the terrain texture generator. He added a test application for a
bump-mapping feature (subsumed by the new renderer technology), and a test
application for a procedural sky texture. He added the @file{flare} halo and
several minor patches. He also added the original version of the @samp{make
install} target.

@item
Wyatt Miler (@email{wmiler@@nyx.net})

Wyatt had performed some editing of Crystal Space's (long defunct) LaTeX
documentation files. Wyatt added the background music to Blocks. He has also
worked on correcting errors in the texinfo documentation, and hosts his own
Crystal Space site for Mac OS X users which provides daily builds and other
resources.

@item
Xavier Hosxe (@email{xhosxe@@cyrano.com})

Xavier contributed a few patches which allowed Crystal Space to compile with
the @sc{egcs} compiler.

@item
Xavier Pianet (@email{xavier@@planet.dk})

Xavier created the original port of Crystal Space for BeOS. (The BeOS port was
later re-written from scratch by Eric Sunshine; and ultimately removed from the
project on account of the demise of Be and general lack of interest in that
platform.)
@end itemize

@noindent
The following people have also contributed to the project either by providing
minor patches or by their suggestions and ideas:

@noindent
Adam Bailey@*
Alistair Leslie (@email{AlistairL@@optushome.com.au})@*
Artur Biesiadowski (@email{abies@@pg.gda.pl})@*
Branimir Karadzic@*
Charles Duffy (@email{cduffy@@bigfoot.com})@*
David Fox@*
Denis Oliver Kropp (@email{dok@@master.fischlustig.de})@*
Donald Ryan Willhoit (@email{willhoit@@mail1.andrew.cmu.edu})@*
Duane McDonnel@*
E. Allen Soard (@email{esp@@espsw.net})@*
Ed Halley@*
Frederick A. Niles@*
Furqan Ullah (@email{furqan@@writeme.com})@*
Garrett (@email{garrett@@memesis.org})@*
Gregory Austwick (@email{g.austwick@@virgin.net})@*
Harald Fielker (@email{fielker@@informatik.fh-augsburg.de})@*
Jan Dvorak (@email{johnydog@@go.cz})@*
Jaroslav Benkovsky (@email{benkovsk@@www.pvtnet.cz})@*
Jason McKnight@*
Jason Platt@*
Jonathon Doran (@email{jon.doran@@nsc.com})@*
Malcolm Peacock (@email{malcolm@@mpeacock.demon.co.uk})@*
Matt Keith (@email{keith@@www.keithcom.com})@*
Michael Knorr (@email{damage-list@@freenet.de})@*
Michael Robellard (@email{miker@@vetechno.com})@*
Paul Snively (@email{psnively@@earthlink.net})@*
Paulo Candido@*
Ryan J. Evans@*
Sebestyen Zoltan (@email{szoli@@valerie.inf.elte.hu})@*
Simon B. (@email{simonb@@telisphere.com})@*
Terrence Stewart@*
Thiago Ramon@*
Thomthee Besset (@email{Besset@@sugar-land.dowell.slb.com})@*
Travis McLane (@email{tmclane@@swt.edu})@*
Walt Armour (@email{walt@@armour.cx})@*
Wormz Studios (@email{wormzstudios@@iname.com})

Many thanks also for the people at @uref{http://www.grimmware.com, GrimmWare}
for being the first to offer web space for Crystal Space.

Many thanks to Alessandro Russo for convincing his system manager to create a
mailing list for Crystal Space.  Thanks to Marco d'Itri (the system manager)
for creating this list.  Also thanks to those people for creating an @sc{ftp}
mirror of the original Crystal Space site.

Many thanks to Ted Nguyen for donating a couple copies of Microsoft Visual C++
6 to the project.

If we have forgotten anyone or missed a contribution, we sincerely apologize.
Please feel free to notify us of errors or omissions.
