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author | Robin H. Johnson <robbat2@gentoo.org> | 2015-08-08 13:49:04 -0700 |
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committer | Robin H. Johnson <robbat2@gentoo.org> | 2015-08-08 17:38:18 -0700 |
commit | 56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch) | |
tree | 3f91093cdb475e565ae857f1c5a7fd339e2d781e /dev-games/clanlib/metadata.xml | |
download | gentoo-56bd759df1d0c750a065b8c845e93d5dfa6b549d.tar.gz gentoo-56bd759df1d0c750a065b8c845e93d5dfa6b549d.tar.bz2 gentoo-56bd759df1d0c750a065b8c845e93d5dfa6b549d.zip |
proj/gentoo: Initial commit
This commit represents a new era for Gentoo:
Storing the gentoo-x86 tree in Git, as converted from CVS.
This commit is the start of the NEW history.
Any historical data is intended to be grafted onto this point.
Creation process:
1. Take final CVS checkout snapshot
2. Remove ALL ChangeLog* files
3. Transform all Manifests to thin
4. Remove empty Manifests
5. Convert all stale $Header$/$Id$ CVS keywords to non-expanded Git $Id$
5.1. Do not touch files with -kb/-ko keyword flags.
Signed-off-by: Robin H. Johnson <robbat2@gentoo.org>
X-Thanks: Alec Warner <antarus@gentoo.org> - did the GSoC 2006 migration tests
X-Thanks: Robin H. Johnson <robbat2@gentoo.org> - infra guy, herding this project
X-Thanks: Nguyen Thai Ngoc Duy <pclouds@gentoo.org> - Former Gentoo developer, wrote Git features for the migration
X-Thanks: Brian Harring <ferringb@gentoo.org> - wrote much python to improve cvs2svn
X-Thanks: Rich Freeman <rich0@gentoo.org> - validation scripts
X-Thanks: Patrick Lauer <patrick@gentoo.org> - Gentoo dev, running new 2014 work in migration
X-Thanks: Michał Górny <mgorny@gentoo.org> - scripts, QA, nagging
X-Thanks: All of other Gentoo developers - many ideas and lots of paint on the bikeshed
Diffstat (limited to 'dev-games/clanlib/metadata.xml')
-rw-r--r-- | dev-games/clanlib/metadata.xml | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/dev-games/clanlib/metadata.xml b/dev-games/clanlib/metadata.xml new file mode 100644 index 000000000000..741984228bd1 --- /dev/null +++ b/dev-games/clanlib/metadata.xml @@ -0,0 +1,55 @@ +<?xml version="1.0" encoding="UTF-8"?> +<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> +<pkgmetadata> +<herd>games</herd> +<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> |