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authorMike Frysinger <vapier@gentoo.org>2003-10-06 20:45:35 +0000
committerMike Frysinger <vapier@gentoo.org>2003-10-06 20:45:35 +0000
commit537fb2f0e5ddae0b5d2d6c7e19953ced695139d3 (patch)
treed054e9d3c8af3a49b519f95b6f3bd985f95a4939 /dev-games/clanlib
parentRemoving type1 for kdrive. (diff)
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+<?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>