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author | 2003-10-06 20:45:35 +0000 | |
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committer | 2003-10-06 20:45:35 +0000 | |
commit | 13e9aceb8e5c9edbbc87cfa92ae836031000ab9d (patch) | |
tree | da15458462d0c58c7cbd33969d926ff79715f1e6 /dev-games | |
parent | Removing type1 for kdrive. (diff) | |
download | gentoo-2-13e9aceb8e5c9edbbc87cfa92ae836031000ab9d.tar.gz gentoo-2-13e9aceb8e5c9edbbc87cfa92ae836031000ab9d.tar.bz2 gentoo-2-13e9aceb8e5c9edbbc87cfa92ae836031000ab9d.zip |
metadata
Diffstat (limited to 'dev-games')
-rw-r--r-- | dev-games/clanlib/metadata.xml | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/dev-games/clanlib/metadata.xml b/dev-games/clanlib/metadata.xml new file mode 100644 index 000000000000..f59c6a882afc --- /dev/null +++ b/dev-games/clanlib/metadata.xml @@ -0,0 +1,59 @@ +<?xml version="1.0" encoding="UTF-8"?> +<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> +<pkgmetadata> +<herd>games</herd> +<maintainer> + <email>vapier@gentoo.org</email> + <name>Mike Frysinger</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> +</pkgmetadata> |