diff options
author | V3n3RiX <venerix@redcorelinux.org> | 2018-07-14 20:57:42 +0100 |
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committer | V3n3RiX <venerix@redcorelinux.org> | 2018-07-14 20:57:42 +0100 |
commit | 1798c4aeca70ac8d0a243684d6a798fbc65735f8 (patch) | |
tree | e48e19cb6fa03de18e1c63e1a93371b7ebc4eb56 /dev-games/clanlib/metadata.xml | |
parent | d87262dd706fec50cd150aab3e93883b6337466d (diff) |
gentoo resync : 14.07.2018
Diffstat (limited to 'dev-games/clanlib/metadata.xml')
-rw-r--r-- | dev-games/clanlib/metadata.xml | 61 |
1 files changed, 0 insertions, 61 deletions
diff --git a/dev-games/clanlib/metadata.xml b/dev-games/clanlib/metadata.xml deleted file mode 100644 index c6bda8543208..000000000000 --- a/dev-games/clanlib/metadata.xml +++ /dev/null @@ -1,61 +0,0 @@ -<?xml version='1.0' encoding='UTF-8'?> -<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> -<pkgmetadata> - <maintainer type="project"> - <email>games@gentoo.org</email> - <name>Gentoo Games Project</name> - </maintainer> - <longdescription> -Welcome to ClanLib, a multi-platform game development library. - -ClanLib is a medium level development kit. At its lowest level, it provides a -platform independent (as much as that is possible in C++) way of dealing with -display, sound, input, networking, files, threadding and such. - -On top of that, ClanLib builds a generic game development framework, giving you -easy handling of resources, network object replication, graphical user -interfaces (GUI) with theme support, game scripting and more. - -The goal of ClanLib is to allow the game developer to focus on stuff that -matters, avoiding all those nasty (and boring) lowlevel trivials like setting up -a directdraw window, sound mixing, reading image files, etc. All those things -are simplified into object oriented classes and function calls, making it a joy -to write your game. - -ClanLib uses a resource system to keep track of images, fonts, samples and -music. It supports Targa, PCX, JPEG, PNG and BMP for images. Wave files for -sample. Ogg Vorbis (open sound format that has same sound quality as mp3) and -MikMod for music. By using a resource system, you cleanly seperate the physical -data formats from your code, and makes it easy to make themes and other plugins -for your game. The resource system is written in a manner that allows you to add -your own custom resources. - -All classes in clanlib focus on making simple interfaces that are customizeable -and expandable. This keeps your game code clean and simple; but still allows you -to do advanced stuff. As an example, look at some sound code: -CL_SoundBuffer my_sample("Weapon/Minigun/sound", resources); -my_sample.play(); - -In this example, we play a simple sound effect, and afterwards forget all about -it. Nice and simple. But if we want to adjust the frequency during its playback -(eg. for a dobbler effect), it could look like this: -CL_SoundBuffer_Session playback = my_sample.play(); -playback.set_frequency(1.2f); // increase frequency by 20% - -We only need to keep the session handle if we are going to use it. Keep things -simple when they are simple, and make them complex when they are complex. :) - -The object oriented nature of ClanLib allows you to operate both at high and low -levels, minimizing redundant code and still allows you to do stuff that isnt -supported by clanlib's high level APIs. - -ClanLib currently support Windows 98, Windows 2000, Windows XP and Linux. The -following display targets are supported under linux: X11 and OpenGL. Some parts -of ClanLib still isnt entirely endian clean, so it will currently only work -without problems on the x86 architecture. Work is underway for a MacOS port. -Current compilers supported is VC++ 6.0, VC++ 7.0, GCC, Borland and MingW. - </longdescription> - <upstream> - <remote-id type="github">sphair/ClanLib</remote-id> - </upstream> -</pkgmetadata> |