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authorRobin H. Johnson <robbat2@gentoo.org>2015-08-08 13:49:04 -0700
committerRobin H. Johnson <robbat2@gentoo.org>2015-08-08 17:38:18 -0700
commit56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch)
tree3f91093cdb475e565ae857f1c5a7fd339e2d781e /dev-games/clanlib/metadata.xml
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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
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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>
+<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>