games 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.