* Some of the functionality provide includes
*
* - Compiler and platform abstractions for many tricky differences.
- * - A whole earth tiling/indexing scheme.
+ * (compiler.h)
+ *
+ * - A whole earth tiling/indexing scheme. (SGBucket)
+ *
* - A console debugging output scheme that tracks severity and
* category that can be completely compiled out for a final build release.
- * - Code to manage "real" time and time zones.
+ * (logstream.hxx)
+ *
+ * - Code to manage "real" time (SGTime), time zones (SGTimeZone), and
+ * millesecond time differences (SGTimeStamp).
+ *
* - Code to calculate accurate positions of sun, moon, stars, and
* planets for a given time, date, season, earth location, etc.
- * - Simple serial, file, and network I/O abstractions
- * - Code to calculate magnetic variation.
- * - A variety of coordinate conversion, vector, matrix type math routines.
- * - An abstraction to hide platform dependent path naming schemes.
+ * (SGEphemeris)
+ *
+ * - Code to render a realistic sky dome, cloud layers, sun, moon,
+ * stars, and planets all with realistic day/night/sunset/sunrise
+ * effects. Includes things like correct moon phase, textured moon,
+ * sun halo, etc. (SGSky is built on top of SGCloudLayer ...)
+ *
+ * - Simple serial (SGSerial), file (SGFile), socket (SGSocket), and
+ * UDP socket (SGSocketUDP) I/O abstractions.
+ *
+ * - Code to calculate magnetic variation. (SGMagVar)
+ *
+ * - A variety of classes and functions for interpolation tables
+ * (SGInterpTable), least squares computation (leastsqs.hxx), 3D
+ * point/vectors (Point3D), 3D polar math and conversions (polar3d.hxx),
+ * WGS-84 math and conversions (sg_geodesy.hxx), random number abstraction
+ * (sg_random.h), STL conglomerates for common list types (sg_types.hxx),
+ * and other vector and linear algebra routines (vector.hxx)
+ *
+ * - An abstraction to hide platform dependent path naming schemes. (SGPath)
+ *
* - A C++ streams wrapper to handle compress input/output streams.
+ * (sg_gzifstream)
+ *
* - An optimized "property manager" which associates ascii property
* names with their corresponding value. This can be a great way to build
* loose linkages between modules, or build linkages/connections that can
- * be determined from config files or at runtime.
+ * be determined from config files or at runtime. (SGPropertyNode)
+ * Also included is a set of functions to dump the property tree into a
+ * standard xml file and subsequently read/parse a standard xml file and
+ * rebuild the associated property tree. (props_io.hxx)
+ *
* - Scene management and drawing routines:
* - material property management
* - object management
* - terrain tile management and paging
* - sky dome rendering (with ephemeral objects)
- * - Code to handle screen dumps (and ultra-hires tile rendered screen dumps)
- * - A sound effects manager.
- * - A threading abstraction.
+ *
+ * - Code to handle screen dumps (screen-dump.hxx) and ultra-hires
+ * tile rendered screen dumps (tr.h)
+ *
+ * - A sound effects manager. (SGSoundMgr, SGSimpleSound, SGSound)
+ *
+ * - A threading abstraction. (SGThread)
+ *
* - A simple but highly functional XML parser that interfaces nicely
- * with the property manager.
+ * with the property manager. (easyxml.hxx)
* \section supports Supported Platforms
* SimGear has been built on the following platforms:
*
* SimGear is licensed under the terms of the LGPL
- * \section install Installation
- *
- * \subsection step1 Step 1: Opening the box
- *
- * etc...
*/