From 8376ef56580626e9c0f796d5b85b53a0a1c7d5f5 Mon Sep 17 00:00:00 2001 From: V3n3RiX Date: Sat, 14 Jul 2018 21:03:06 +0100 Subject: gentoo resync : 14.07.2018 --- dev-games/clanlib/metadata.xml | 61 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) create mode 100644 dev-games/clanlib/metadata.xml (limited to 'dev-games/clanlib/metadata.xml') diff --git a/dev-games/clanlib/metadata.xml b/dev-games/clanlib/metadata.xml new file mode 100644 index 000000000000..c6bda8543208 --- /dev/null +++ b/dev-games/clanlib/metadata.xml @@ -0,0 +1,61 @@ + + + + + games@gentoo.org + Gentoo Games Project + + +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. + + + sphair/ClanLib + + -- cgit v1.2.3