Ambush Readme

1 Overview ⏱ 1 Min Read

Overview

Ambush, developed by Altai Studio, is a competitive first-person shooter engineered to provide a balanced playing field for both visually impaired and sighted players.

Core Architecture and Design

Ambush is powered by the C++ Gokturk Engine. The engine provides the underlying architecture for spatial audio, physics-based movement, and a combat structure tailored to achieve competitive esports standards.

The core design goal is to establish an ecosystem built on modern industry standards where visually impaired players can compete individually or collaboratively alongside sighted players in a unified hybrid environment.

Character mobility is governed directly by collision and momentum mechanics; physical weight directly impacts movement speed and maneuverability, weapons handling, and equipment management. The game offers 360-degree mouse or joystick panning with vertical targeting capabilities. Client-side configurations include full sensitivity scaling, deadzone adjustments, and custom DPI mapping. Integrated spatial voice chat provides low-latency communication for real-time tactical coordination.

2 System and Hardware Requirements ⏱ 1 Min Read

System and Hardware Requirements

  • Input: Keyboard and Mouse
  • Audio: Over-ear headphones or gaming headset (Required for the best 3D experience.)

Minimum System Requirements

  • Architecture: 64-bit processor and operating system
  • OS: Windows 7+
  • Processor: Intel Core i5-2400 / AMD FX-6300
  • RAM: 8GB
  • Graphics: AMD RADEON / NVIDIA GeForce (2GB VRAM)
  • Storage: 5GB (SSD Recommended)

Recommended System Requirements

  • Architecture: 64-bit processor and operating system
  • OS: Windows 10 1909+
  • Processor: Intel Core i5-6600K / AMD Ryzen 5 1600
  • RAM: 16GB
  • Graphics: AMD RADEON / NVIDIA GeForce (4GB VRAM)
  • Storage: 10GB (SSD Recommended)
3 Modes ⏱ 6 Min Read

Modes

1. Competitive Mode

Competitive mode offers a game structure where two teams (Terrorists and Counter-Terrorists) test their strategy, reflexes, and team coordination under a limited time and high stakes: The primary goal of the Terrorists is to plant the bomb at one of the bomb sites (Bomb site A or B) and ensure it detonates without being defused, or to neutralize all opponents. The objective of the Counter-Terrorists is to prevent the bomb from being planted, defuse it if it has been planted, or eliminate the opposing team entirely before the bomb is planted. In this context, the possibilities for winning a round are as follows:

  • If all Terrorists die before the bomb is planted, the Counter-Terrorists win.
  • If the bomb is planted and then all Terrorists are neutralized, but the bomb is not defused in time, the Terrorists win.
  • If the bomb is planted and all Counter-Terrorists are killed, the Terrorists win because the bomb could not be defused.
  • Counter-Terrorists win if they defuse the bomb or prevent it from being planted until time runs out, regardless of the condition. In these two scenarios, the number of surviving terrorists in that round does not matter.
  • If all Counter-Terrorists die before the bomb is planted, the Terrorists win. This system requires disciplined gameplay, correct economy management, and a professional level of communication, alongside individual skill. To ensure competitive equality, players with low ranks are matched with players of their own level. Players can create private lobbies and enjoy competitive mode among their friends. All options regarding competitive mode can be accessed by pressing the F7 key and selecting competitive options in the list. A 30 second timeout can be taken before a round via this menu; each team has the right to take 3 timeouts in a match. Players must complete their purchases within 20 seconds when the match begins. During the buy time, players can only give C4 or a Defuse Kit to each other using the CTRL + G key combination. At the end of each round, all players are teleported to their own zones and have another 20 seconds for purchasing. Once this time expires, no new items can be purchased until the round ends. A 1 minute and 55 second countdown is initiated each round. Use the Alt + T key combination to follow the countdown and match indicators, and Alt + E to plant or defuse the bomb. Before each round begins, the B key must be used to purchase necessary equipment such as weapons, defuse kits (reduces defusal time from 10 seconds to 5 seconds), and grenades from the buy menu. Players switch sides with the opposing team in the second half of the match. To win the match, you must secure 1 win more than half of the total number of rounds. If the game ends in a draw, the match goes to overtime rounds. Overtime rounds consist of 6 rounds, and teams are given 1 additional timeout every 6 rounds until the tie is broken, and the match continues until a winner is determined.

2. Arms Race

Arms Race mode is a fast-paced game type where players compete individually and advance to the next weapon after every 2 kills, moving from the strongest to the weakest. Note: If you kill your opponent with a knife, you move to the next weapon regardless of the kill count. The goal is to complete the entire weapon cycle and win the game by killing a player with the golden knife in the final stage. All players start with the same weapon, and their weapons change automatically when they kill an opponent. If a player is killed by a knife, the killed player's current weapon level drops by one tier, while the killer's level increases by one tier. If a player reaches the final weapon, the golden knife, and manages to knife an opponent, they win the game. The game is concluded based on the player who completes the weapon progression chain first, rather than a specific score limit. In other words, the player who gets kills most consistently wins.

3. Death Match

Death Match mode is an individually focused game type where players constantly respawn and aim to neutralize as many opponents as possible in the shortest time. There is no specific mission or round system. It is played entirely for score. Players rejoin the game at different points on the map after dying, and the grind continues. There is a ceasefire period defined for players who have just joined or respawned, and this duration varies depending on the selected map. Additionally, it is possible to gain an advantage by picking up weapons, ammunition, or various equipment found on the map. To win the game, you must reach a score one higher than half the target kill count defined for the map, or have the highest kill count when the target kill count defined for the map is reached.

4. Training Mode

This mode is designed for you to improve your skills, learn game mechanics, and test weapons in a controlled environment. Through this mode, you can train with other players, explore maps, and safely test weapon features such as recoil, range, and damage.

5. Duel Mode

Duel mode is a 1v1 game mode where two players face off on a small arena style map with only a small selection of weapons. Duel mode is designed to offer fast and short-lived struggles, away from long planning and complex, tactical battles. This mode is characterized as a sub-category and can be accessed through Competitive mode in the F7 menu. At the beginning of each round, players are given 10 seconds to purchase weapons. However, the battle continues during the buy time. Therefore, you must be careful against your opponent's attacks while buying your weapons. A player is considered to have won the match when they win one more than half of the total number of rounds. For example, in a 24-round match, the player who wins 13 rounds wins. If both players have won the same number of rounds at the end of the match, the game ends in a draw. There is no overtime system in this mode. You can check the score status during the match using the Alt + T key combination.

4 Mechanics ⏱ 3 Min Read

Mechanics

Full 3D Spatial Audio System

Thanks to Ambush's advanced audio system, players can precisely determine the direction, distance, height, and movement speed of an enemy solely by hearing. Every move a player makes (if in range) is able to be heard by you. Position updates in real time, and sounds pan with both your enemies' movement around you, as well as your own camera movements. You can configure your audio settings by going to options in the main menu or pressing Alt + O while in the game. The use of headphones is critical for the best experience.

Advanced Movement System

In Ambush, movement is entirely based on the laws of physics. Players can:

  • Walk silently.
  • Jump vertically.
  • Jump in the direction of movement using momentum. Movement behavior works according to realistic momentum principles. The equipment the player carries directly affects movement performance (heavy weapons reduce your speed and jump distance).

Weapon System

Each weapon in the game is organized differently depending on their classification (pistol, rifle, etc.) Targeting is precise no matter the distance; however, each weapon has different statistics determining how fast you move or jump, as well as spread, recoil, and range.

Full 3D Maps

Maps have a real 3D structure. Players can fight at different height levels and utilize tactical elements such as platform advantages and key peeking locations. Each map has been custom designed to be as fair for both terrorists and counter-terrorists as possible, with peeking positions, as well as rotation time calculated down to the unit and second.

Gokturk Engine

Ambush runs on the Gokturk Engine, developed by Altai Studio. The engine provides the underlying architecture for systems such as spatial audio processing, physics, rendering, networking, and other gameplay technologies, while incorporating selected third-party and open-source components where appropriate.

The engine features fully functional 3D texture rendering and a modular architecture designed to adapt to different game genres and technical requirements.

Because the visual overhead is intentionally kept light, the engine provides a highly optimized, high-performance environment that minimizes critical latency times for competitive play.

Hybrid Game Philosophy

Ambush is designed to be a genuinely shared battleground for visually impaired and sighted players to compete together. For sighted players, the game renders from a top down perspective. While the environments are textured and realistic, the visual interface is kept intentionally clean and minimalist. This ensures the graphics support the gameplay without becoming a distraction. To guarantee total competitive equality, the visual system is strictly limited so it never provides an unfair advantage. Enemies only render on the screen if they are physically within your character's direct line of sight. You cannot use the camera to peek around corners or see through walls. For example, if an enemy is standing directly behind you, they will not be drawn on your screen at all. You have to physically turn your character around to face them before they appear. Nothing outside your forward view and the map in your immediate surroundings is graphically displayed. Everything in Ambush is anchored to spatial awareness. Sighted players, exactly like visually impaired players, must rely on their headset to hear where the enemy is first. The visuals only exist to confirm what you have already heard. Sound is the primary weapon for everyone, ensuring that relying on sight alone will not give anyone the upper hand.

5 Gameplay and Keyboard Controls ⏱ 9 Min Read

Gameplay and Keyboard Controls

Important Note: You can customize some controls and keyboard shortcuts according to your own preferences. To do this, go to the ambush_data/configs folder in the main game directory and then edit the keyboard.cfg file. You can configure your own key bindings (keyconfig) for supported controls and shortcuts through this file.

Movement Controls

  • W, A, S, D: Used to move forward, left, backward, and right, respectively.
  • Page Up / Page Down: Used to climb straight up/down when necessary. However, due to the game's characteristics, most terrain that requires climbing staircases is climbed using normal movement keys (W, A, S, D). Page Up / Page Down keys are used to climb vertical objects such as ladders and trees.
  • Left Shift + W, A, S, D: Walks silently in the direction of the pressed key.
  • Space Bar: Jump.
  • Movement Key + Space: Leap in the direction you are moving. (You cannot move while jumping in Ambush. You can only leap from one place to another using momentum. The distance varies depending on the weight of the weapon you are carrying.)
  • CTRL + Shift + C: Climbs up to platforms or walls that are less than or equal to 6 feet directly in front of you.

Camera Controls

  • Mouse left/right: Rotates your horizontal view to the direction of the pan.
  • Alt (Hold) + Mouse Up / Down Pan: Precise vertical view (to aim 180 degrees on the vertical axis).
  • Alt + R: Angles the mouse upwards using the keyboard. Not as precise as the mouse.
  • Alt + V: Angles the mouse downwards using the keyboard. Not as precise as the mouse.
  • Alt + F: Resets the vertical tilt to the center, facing directly ahead of you.
  • Q: Turns 45 degrees to the left.
  • E: Turns 45 degrees to the right.
  • F: Speaks your direction and also gives an auditory cue using 3D positioning (configurable in client options > Audio Settings).
    Important Note: Mouse movements are preferable when aiming up and down for a more precise aim.

Observing the map around you

  • G (Hold) + Arrow Keys: Moves the virtual camera across the map in the direction indicated by the pressed arrow key, relative to your current facing. For example, if you are facing north, holding G and pressing Right Arrow moves the camera east.
  • G (Hold) + Page Up / Page Down: Moves the camera on the vertical axis, above you and below you respectively. Important Note: Stairs are not automatically traversed when using the virtual camera, to give the user the best understanding of the map's terrain. To navigate a sloped area like a staircase with the camera, a horizontal + vertical combination must be used. A player standing in front of a staircase can see the step above by pressing the key combination G (Hold) + W, Page Up to navigate the stairs with the camera. In this example, it is assumed that the player is facing north, and that the staircase is also to the north of the player.

Communication and Server Shortcuts

  • Slash ( / ): Opens the in-game general message window. (Standard Windows shortcuts apply here.)
  • Backslash ( \ ): Opens team chat in modes with a team system.
  • F1: Lists online players / gets contextual help for all menus.
  • F2: Reads server message.
  • F3: Reads server uptime.
  • Shift + F3: Opens a window containing network status statistics.
  • F5: Provides information about players in the current game mode.
  • F6: Lists online players.
  • F7: Opens the server-side options menu (Character management, AFK mode, active game mode options, etc.).
  • F8: Toggles zone reading.
  • F9: Opens the chat language selection list.
  • F12: Copies the last text block read by the screen reader.
  • Shift + F12 / CTRL + Shift + F12: Saves a screenshot of the current game screen to the Screenshots folder in the game directory with a unique filename.
  • Alt + O: Opens the in-game settings menu. Note: The settings menu in the main menu is more comprehensive.
  • Shift + Home / End: Increases/decreases game volume.
  • Page Up / Page Down: Increases/decreases menu music volume.

Player List and Social Interaction Menu

In the player list opened with F6, the following advanced shortcuts can be used on the selected player:

  • CTRL + 1: Speaks the player's chat language.
  • CTRL + 2: Speaks the player's total playtime from their registration date to the current day.
  • CTRL + 3: States the player's general rank.
  • CTRL + 4: Checks the player's AFK status.
  • CTRL + 5: States the player's current game mode (Competitive, Death Match, etc.).
  • CTRL + 6: States the player's spectating privacy preference. (Example: No one, added friends, or everyone. This setting determines whether other players can focus on you with CTRL + L.)
  • CTRL + Shift + 1: States the player's total Death Match wins.
  • CTRL + W: States the current location of the player on the same map.
  • CTRL + R: States the player's competitive rank. (Example: Player name: Gray, Silver 1.)
  • CTRL + F / CTRL + Shift + F: Adds/removes the selected player to/from the friends list.
  • CTRL + P: Opens a chat window to send a private message (PM) to the player.
  • CTRL + A: States the player's statistics for the current game mode.
  • CTRL + Shift + A: States the player's career-long total kill/death (K/D) data and average.
  • CTRL + C: Copies the selected player's name to the clipboard.
  • CTRL + S: Reads the status message on the player's profile.
  • CTRL + G: Starts a group chat with the player if they are available (Can be toggled in the in-game options menu).
  • CTRL + L: Starts/stops spectating on players you are friends with and whose spectating permission (CTRL + 6) is set to "Available."
  • CTRL + M / CTRL + Shift + M: Mutes/unmutes the selected player, respectively. (You will not receive notifications from a muted player.)
  • CTRL + V: Opens an interface where the selected player's volume can be adjusted in voice chat.

Combat Controls

  • Left Mouse Button: Fires. Can be held down to use automatic weapons.
  • Mouse Wheel: Navigates through items in the inventory and activates the selected item when clicked. In some cases, it uses weapon attachments (scope, silencer, etc.). Note: The feature of activating the selected item with the mouse-wheel can be changed to the right mouse button in the mouse settings submenu found in the settings menu.
  • 1 - 3: Navigates between weapon categories (1 = primary, 2 = secondary, 3 = melee).
  • R: Reload.
  • C: Checks ammunition and magazine status.
  • N: States the name of the weapon being held.
  • Alt + C: Opens the weapon attachments menu.
  • Shift + U: Switches between melee mode and weapon/item usage mode.

Sniper Focus Mode

  • Right Shift (Hold): Suppresses ambient sounds, sharpens target sound, and increases mouse sensitivity to focus. Since the character holds their breath, the use of this mode depends on the heart rate (pulse). When the pulse rises, breath runs out, and the character needs to calm down to focus again.

Competitive Mode Controls

  • B: Opens the buy menu.
  • Alt + E: Plants/defuses the bomb.
  • Alt + T: States the active match status summary (remaining buy time, current score, and number of surviving players on teams).
  • Alt + Equals ( = ): Goes to the inventory category containing competitive items.
  • CTRL + G: Opens a menu where you can give C4 or a Defuse Kit to your teammates.
  • Delete: Drops the selected item in the inventory.
  • Alt + Backspace: Drops the weapon currently in use.
  • Alt + G: Picks up the weapon on the ground. If you have another weapon of the same class as the weapon on the ground, it takes the weapon you want and drops the one in your hand. Note: You must be close enough to interact with the weapon on the ground.

Character and Status Information

  • H: States health information.
  • U: States pulse information.
  • Alt + B: States current zone information.

Tracking System

  • X: States the direction and distance of the tracked player.
  • O: States the direction and distance of the tracked zone.

Inventory Controls

  • I: Opens the inventory menu.
  • Tab: Moves to the next item when the inventory menu is closed.
  • Shift + Tab: Moves to the previous item when the inventory menu is closed.
  • Alt + Right / Left Arrow Keys: Navigates between categories in the inventory menu.
  • Alt + Up / Down Arrow Keys: Moves the order of the selected item in the inventory menu up/down on a unit basis.
  • Alt + Home / End: Moves the selected item to the beginning/end of the inventory menu.
  • Alt + 1 - 9: Focuses on a specific item category. (These key combinations can also be used in the inventory menu, and the Alt + Grave ( ` ) combination is also included in this chain when the inventory menu is open.)
  • Enter / Right Mouse Button: Uses the selected item. As mentioned above, it can be changed to right-click wheel from mouse settings.
  • CTRL + G: Opens a menu to give items from the inventory to nearby players.
  • Delete: Opens an interface to delete the selected item from the inventory.

World and Environment Information

  • M: States nearby items on the ground.
  • P: States nearby players.
  • Shift + P: States nearby players along with the weapons they are holding.
  • CTRL + M / Shift + M (Can be toggled from gameplay settings): Opens the zone list and tracking menu.

Communication System

  • CTRL + Shift + Grave ( ` ): Replies to the last received private message or group message.
  • CTRL + Shift + 1 - 9: Quick message replies.
  • CTRL + V: Switches between voice chat modes (Push-to-Talk, Lock Microphone, or Disable).
  • V: Mutes/unmutes the microphone. Acts as a talk while held switch when in push-to-talk mode, and as a toggle in lock microphone mode.
  • CTRL + V: Opens an interface in the menu where the player list is located (F6) to adjust the voice chat volume of the selected player.

Buffer Controls

  • Left Bracket / Right Bracket ( [ / ] ): Navigates between buffers.
  • Shift + Left Bracket ( [ ): Focuses on the first buffer.
  • Shift + Right Bracket ( ] ): Focuses on the last buffer.
  • Comma / Dot ( , / . ): Navigates between messages within the selected buffer.
  • Shift + Comma ( , ): Goes to the first message in the selected buffer.
  • Shift + Dot ( . ): Goes to the last message in the selected buffer.
  • Alt + J: Opens a search box within the selected buffer.
  • CTRL + Alt + J / K: Goes to the previous/next search result.
  • Application Key (Shift + F10): Opens a menu containing various options related to the buffer.
6 Joystick Controls ⏱ 2 Min Read

Joystick Controls

Ambush Joystick Configuration

The official controller layout is designed to keep your thumbs on the sticks during combat while providing instant access to all critical inventory and gameplay tools. Important Note: You can customize some joystick binds according to your own preferences. To do this, go to the Options Menu or ambush_data/configs folder in the main game directory and then edit the joystick.cfg file. You can configure your own bindings for supported controls and shortcuts through this file. This file has written names according to the Xbox controller layout.

Combat and Navigation

  • Fire Weapon: Right Trigger
  • Reload: X
  • Jump: A
  • Sneak: Left Stick Click
  • Reset Vertical Aim: Right Stick Click

Interaction and Items

  • Interact (plant/defuse / interact with another objects): LB + A
  • Secondary Interact: LB + B
  • Swap Weapon: Y
  • Cycle Next Item: Right Bumper
  • Cycle Previous Item: Left Bumper and Right Bumper
  • Quick Weapon Selection: D-pad Up for Primary, Down for Secondary, Left for Melee, Right for Slot 4.
  • Buy Menu: BACK

System and Status

  • Check Health: Left Bumper and X
  • Use Item / Enter: Left Bumper and A
  • Escape or Cancel: B
  • Client Options: START
  • Server Options: Left Bumper and Start

Movement and Camera Tuning

  • Walk: Left stick left, right, up and down
  • Look around: Right stick left, right, up and down
  • Vertical Movement (climbing some trees and ladders in necessary): Left Bumper + D-pad Up or Down.

Configurable options in the joystick.cfg file

By default:

  • Deadzone Tuning: The move deadzone is set to 5000 and the look deadzone is 4000. These low thresholds ensure the sticks respond to precise micro adjustments without feeling sluggish.
  • Sensitivity and Acceleration: Look sensitivity is scaled to default 1.0 with a ramp speed of 3.5. This means when you push the stick all the way to the edge, the camera accelerates instantly, allowing for rapid flick turns when you hear an enemy behind you.
  • Response Curve: The 2.2 curve provides fine control near the center of the stick while still allowing rapid movement at the extremes. Strict axis lock is enabled to prevent accidental vertical drift when you are trying to turn perfectly horizontally. You can adjust all of these in joystick.cfg.
7 Vertical Aiming ⏱ 2 Min Read

Vertical Aiming

In Ambush, you can move your crosshair through a full 180 degrees on the vertical plane. To use this system, all vertical aiming controls must be performed while holding the Alt key. Alt + R / Mouse Up Movement raises the crosshair up to 90 degrees. Alt + V / Mouse Down Movement lowers the crosshair up to 90 degrees. Alt + F resets the crosshair to 0 degrees on the vertical plane. This aligns the crosshair with the horizontal plane. Note: While holding the Alt key, the speed of the mouse up or down movement is directly proportional to your mouse movement speed. The faster you move the mouse, the faster the crosshair moves upward or downward. When aiming on the vertical plane, you will hear an additional signal tone that is different from the standard player beep indicating that a target is above or below you. This signal indicates that the target is within a hittable angle. Note: This signal is played only when your aim is correctly aligned with the target on both the horizontal and vertical planes. The detection range is intentionally kept slightly generous so that the signal can be recognized more quickly. In addition, the "above" and "below" indicators attached to player names, along with changes in the pitch of the player beep sounds, make it easy to determine whether a target is above or below your current crosshair position. For information about joystick controls, refer to the shortcuts listed under the Joystick Controls section. Important Note: Mouse movements are preferable when aiming up and down for a more precise aim.

8 Navigational Radar System ⏱ 2 Min Read

Navigational Radar System

This system is designed to help blind players move more confidently and efficiently through any map. Press Ctrl + R to enable or disable the navigational radar.

The navigational radar operates only on the horizontal plane. Whenever your direction or position changes, it instantly detects nearby walls, obstacles, gaps, and stairs.

The system is distance-based, allowing you to detect walls and obstacles that may block your path, stairs that can be climbed, and drop offs that could cause you to fall, regardless of the angle you are facing. Each audio cue is played from the relative distance of the detected object. For example, if a wall is 10 steps away, the wall cue will be heard as if it is coming from a point 10 steps ahead of you.

Audio cues are never looped. A cue is triggered only when you take a step or change your facing direction.

Distinct cues are provided for walls, obstacles, the beginning of stairways, descending stairways, and nearby drop-offs, regardless of their height.

The gap cue uses the same sound as the camera movement cue for air. When you reach the last safe step before a gap, it is accompanied by a metallic ding sound. This indicates that there is either a staircase leading downward or a drop-off directly ahead.

Maps are designed with this system in mind. As a result, the sound used for ascending stairs is intentionally different from the wall sounds used on the current map.

To configure navigational radar settings, go to Options > Radar Settings > Advanced Radar Settings.

9 Third-Party Software & Licenses ⏱ 7 Min Read

Third-Party Software & Licenses

This project incorporates components from third-party open-source libraries. The original copyright notices, license terms, and disclaimers are reproduced below.


Opus Interactive Audio Codec

Copyright 2001-2011 Xiph.Org, Skype Limited, Octasic, Jean-Marc Valin, Timothy B. Terriberry, CSIRO, Gregory Maxwell, Mark Borgerding, Erik de Castro Lopo

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

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  • Neither the name of Internet Society, IETF or IETF Trust, nor the names of specific contributors, may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


AngelScript

Copyright (c) 2003-2024 Andreas Jönsson

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.

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Dear ImGui

Copyright (c) 2014-2024 Omar Cornut

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

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POCO C++ Libraries

Boost Software License - Version 1.0 - August 17th, 2003

Copyright (c) 2004-2024, Applied Informatics Software Engineering GmbH. and Contributors.

Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:

The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.

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Universal Speech

Universal Speech is licensed under the GNU Lesser General Public License (LGPL), version 2.1 or later.

Copyright (c) Quentin Cosendey and contributors.

This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

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ENet

Copyright (c) 2002-2020 Lee Salzman

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GameNetworkingSockets

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