Thought you might find this interesting.
[snip snip, snippity snip snip]
m.
I’m working on a project I’m calling OpenGDK, or Open Game
Development Kit. It is a library that contains a large set functions
commonly needed by game coders, but not specifically tied to any particular
game type. The library abstracts all OS-specific functionality, so it could
be rewritten for other platforms without requiring any modification to the
game code itself.The following features are already incorporated and working:
Command line argument evaluation and path return Quake-style console that uses a callback for custom display Debug window output Dialog box output (might remove this - might not be portable) Event-style input handling Input reciever stack Basic sound (can change volume, pan, frequency) Exception handling File I/O Safe memory operations (these might only be used internally) Resource cache management (game resources, not win32 resources!) Timing functions UDP and TCP/IP networking are already working in a separate test
application and will be incorporated soon. We’re running the recieving
sockets in a separate thread, so I’d appreciate any comments on this. I
thought it would be the best way to decouple the graphics and networking,
but non-blocking sockets may be a viable alternative. Please advise?
[snip snip snip]
Talking about game development toolkits etc, I’ve written a 16 bit library for graphix that
is VERY easy to use (it’s pretty much portable to any OS however, it 's NOT endian
independant, although I still haven’t added the bresenham scaling to it yet yes, I’m
lazy, it’s fast and easy to use, gives beginner SDL’s a quick and simple and consistent
api to start out with, it’s avaliable here:
Regards,
Garett Bass
DogEatDog Entertainment
gtbass at utmb.edu“You should view the world as a conspiracy run by a very closely knit group
of nearly omnipotent people, and you should think of those people as
yourself and your friends…” – Robert Anton Wilson
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