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authorV3n3RiX <venerix@redcorelinux.org>2018-07-14 20:57:42 +0100
committerV3n3RiX <venerix@redcorelinux.org>2018-07-14 20:57:42 +0100
commit1798c4aeca70ac8d0a243684d6a798fbc65735f8 (patch)
treee48e19cb6fa03de18e1c63e1a93371b7ebc4eb56 /dev-games/clanlib/metadata.xml
parentd87262dd706fec50cd150aab3e93883b6337466d (diff)
gentoo resync : 14.07.2018
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-<?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>