{"category":{"categoryid":442,"name":"dev-games","summary":"The dev-games category contains libraries and utilities relevant to games programming."},"packages":[{"categoryid":442,"description":"Development Library for making games for X","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"KXL","packageid":47952,"summary":"KXL is the library developed for the purpose of the ability to develop a game easily on X Window System of Linux. KXL is the composition of the window of one sheet, and the frame buffer of one sheet. KXL corresponds to reading of a bitmap picture, and offers a still simple drawing function and a wave sound function. KXL is written only using xlib. KXL is written by the C language."},{"categoryid":442,"description":"Animated sprite editor & pixel art tool","firstseen":"2013-02-07T14:36:18.298075","maintainer":"azamat.hackimov@gmail.com","maintainername":"Azamat H. Hackimov","name":"aseprite","packageid":60327},{"categoryid":442,"description":"Multi-platform game development library","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"clanlib","packageid":52730,"summary":"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."},{"categoryid":442,"description":"Generic game engine for 2D double-buffering animation","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"flatzebra","packageid":47249},{"categoryid":442,"description":"C library for automatically solving Freecell and some other solitaire variants","firstseen":"2019-04-12T14:25:51.443996","name":"freecell-solver","packageid":69776},{"categoryid":442,"description":"Library for collision detection of three-dimensional objects","firstseen":"2021-08-06T14:16:42.294719","name":"freesolid","packageid":73274},{"categoryid":442,"description":"Multi-platform 2D and 3D game engine with a feature-rich editor","firstseen":"2022-08-16T01:26:27.175578","name":"godot","packageid":75341,"summary":"Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms (HTML5) and consoles."},{"categoryid":442,"description":"Portable C++ GUI library designed for games using Allegro, SDL and\/or OpenGL","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"guichan","packageid":53865},{"categoryid":442,"description":"Game installer for PlayStation 2 HD Loader and Open PS2 Loader","firstseen":"2010-05-04T00:54:45.661860","maintainer":"vapier@gentoo.org","maintainername":"Gentoo Games Project","name":"hdl_dump","packageid":48649},{"categoryid":442,"description":"Open source high performance realtime 3D engine written in C++","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"irrlicht","packageid":46954,"summary":"The Irrlicht Engine is an open source high performance realtime 3D engine written in C++. It is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines. We've got a huge active community, and there are lots of games in development that use the engine. You can find enhancements for Irrlicht all over the web, like alternative terrain renderers, portal renderers, world layers, tutorials, editors, bindings for perl, ruby, python, and so on. And best of all: It's completely free."},{"categoryid":442,"description":"Irrlicht 3D engine headers","firstseen":"2020-02-22T21:51:28.861077","name":"irrlicht-headers","packageid":70857},{"categoryid":442,"description":"Minetest's fork of dev-games\/irrlicht","firstseen":"2022-02-01T11:25:56.158304","name":"irrlicht-mt","packageid":74391},{"categoryid":442,"description":"Header files for Minetest's fork of dev-games\/irrlicht","firstseen":"2022-02-10T12:47:24.099488","name":"irrlicht-mt-headers","packageid":74415},{"categoryid":442,"description":"backend library for the maitretarot games","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"libmaitretarot","packageid":48208,"summary":"MaitreTarot is a Tarot card game. Understand a game like freecell or poker, nothing to do with astrology. Tarot is rather a French game. MaitreTarot is made of two kind of elements: * A server, that knows the rules, that gives the cards to the clients, that counts the points, and everything else that a server should do. * Clients. The main idea is to have differents clients. Some would be clients for human players, with a GUI (gtk+, qt, web, ncurses, win32...). And some would be AI. That would allow users to play with AI, and even AI tournaments could be played in order to know the best AI!"},{"categoryid":442,"description":"backend library for the maitretarot clients","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"libmt_client","packageid":52962,"summary":"MaitreTarot is a Tarot card game. Understand a game like freecell or poker, nothing to do with astrology. Tarot is rather a French game. MaitreTarot is made of two kind of elements: * A server, that knows the rules, that gives the cards to the clients, that counts the points, and everything else that a server should do. * Clients. The main idea is to have differents clients. Some would be clients for human players, with a GUI (gtk+, qt, web, ncurses, win32...). And some would be AI. That would allow users to play with AI, and even AI tournaments could be played in order to know the best AI!"},{"categoryid":442,"description":"Tools and libraries for NWN file manipulation","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"libnw","packageid":52861,"summary":"libnw - libnw's aim is to provide platform-independent routines for the low- and mid-level manipulation of NWN resources, as members of game data files, modules, hak paks, export files, or stand alone. As a side effect, command-line programs are often produced to exercise portions of the library. Ultimately, these routines are intended to be assembled along with some form of GUI to make an equivalent to BioWare's Aurora Toolset. libnw is very much a work in progress, coded in C, and initially developed on ia32 hardware running GNU\/Linux. Members of the OK Project have assisted in porting the code to Mac OS X, as well."},{"categoryid":442,"description":"A cross-platform C library for decoding .smk Smacker Video files.","firstseen":"2021-01-22T02:44:48.764850","name":"libsmacker","packageid":72410},{"categoryid":442,"description":"A library for creating GUIs for games and 3D applications","firstseen":"2012-11-01T14:39:12.729324","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"mygui","packageid":59957,"summary":"MyGUI is a library for creating Graphical User Interfaces (GUIs) for games and 3D applications. The main goals of mygui are: speed, flexibility and ease of use. Speed We speed up our system by using our own batching subsystem which combines geometry. It is also possible for the more experienced developers to write their own render system or new subsystems Flexibility The library supports plugins that allows you to create dynamically loaded custom controls or subsystems. Most subsystems are expandable with plugins without the need to touch the core code. All resources and settings are described in XML files. It is possible to load resources like fonts, cursors, images, skins, etc. Forms (layouts) via dynamically by using XML files. Simplicity The user interface is easy to use and uses delegates (Signals and slots) for easy to use event handling."},{"categoryid":442,"description":"Open Dynamics Engine SDK","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"ode","packageid":50690,"summary":"ODE is a free, industrial quality library for simulating articulated rigid body dynamics - for example ground vehicles, legged creatures, and moving objects in VR environments. It is fast, flexible, robust and platform independent, with advanced joints, contact with friction, and built-in collision detection."},{"categoryid":442,"description":"Object-oriented Graphics Rendering Engine","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"ogre","packageid":45272,"summary":"OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce games and demos utilising 3D hardware. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes. Productivity features * Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation e.g. Direct3D\/OpenGL\/Glide etc. * Extensible example framework makes getting your application running is quick and simple * Common requirements like render state management, hierarchical culling, dealing with transparency are done for you automatically saving you valuable time * Clean, uncluttered design and full documentation of all engine classes Platform and 3D API support * Direct3D and OpenGL support * Windows (all major versions), Linux and Mac OSX support * Builds on Visual C++ 6 (with STLport), Visual C++.Net (with STLport), Visual C++.Net 2003 * Builds on gcc 3+ on Linux \/ Mac OSX Material \/ Shader support * Load textures from PNG, JPEG or TGA files, MipMaps generated automatically, resizes maps to align with hardware requirements * Procedural texture coordinate generation (e.g. environment mapping) and modification (scrolls, warps, rotations) * Unbounded number of texture layers with many texture blending effects, animated textures * Multitexturing hardware used to best effect automatically, combined with automatic fallback to mulitpass rendering * Object transparency and other scene-level blending effects * All defineable through text scripts to allow you to set up and tweak advanced materials without recompiling Meshes * Flexible mesh data formats accepted * Export from Milkshape3D direct to OGRE .mesh and .skeleton format * Skeletal animation (including blending of multiple animations) * Biquadric Bezier patches for curved surfaces * Progressive meshes Scene Features * Highly customisable, flexible scene management, not tied to any single scene type. Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation * Generic SceneManager hierarchically culls by bounding volumes * Example plugin (BspSceneManager) specialises to allow fast indoor renders, loading Quake3 levels inc. shader script parsing support * Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc * Scene querying features Special Effects * Particle Systems, including easily extensible emitters and affectors (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance * Support for skyboxes, skyplanes and skydomes, very easy to use * Billboarding for sprite graphics * Transparent objects automatically managed (rendering order and depth buffer settings all set up for you) Misc features * Common resource infrastructure for memory management and loading from archives (ZIP, PK3) * Flexible plugin architecture allows engine to be extended without recompilation * 'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left * Debugging memory manager for identifying memory leaks * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision and physics * XMLConverter to convert efficient runtime binary formats to\/from XML for interchange or editing Exporters * 3D Studio Max (meshes and animation) * Milkshape 3D (meshes and animation) * Blender3D (meshes) * Wings3D (meshes) * VRML97 (meshes) * Maya (meshes)"},{"categoryid":442,"description":"Object-oriented Input System - A cross-platform C++ input handling library","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"ois","packageid":52509},{"categoryid":442,"description":"Open source high performance 3D graphics toolkit","firstseen":"2010-05-04T00:54:45.661860","maintainer":"reavertm@gentoo.org","maintainername":"Maciej Mrozowski","name":"openscenegraph","packageid":49052,"summary":"The OpenSceneGraph is an open source high performance 3D graphics toolkit, used by application developers in fields such as visual simulation, games, virtual reality, scientific visualization and modelling. Written entirely in Standard C++ and OpenGL it runs on all Windows platforms, OSX, GNU\/Linux, IRIX, Solaris, HP-Ux, AIX and FreeBSD operating systems. The OpenSceneGraph is now well established as the world leading scene graph technology, used widely in the vis-sim, space, scientific, oil-gas, games and virtual reality industries."},{"categoryid":442,"description":"OpenMW-specific fork of OpenSceneGraph","firstseen":"2020-07-08T07:14:42.679132","name":"openscenegraph-openmw","packageid":71284,"summary":"OpenSceneGraph on steroids. This fork was created to experiment with performance enhancements for OpenMW that are too controversial to be included in the general purpose OSG project - either for design reasons or backward compatibility reasons. OpenMW still works with \"vanilla\" OpenSceneGraph, but it is recommended to use the fork for better performance (around 10-15% on most devices). Note that the improvements are very specific to OpenMW and its animation code in particular; other OpenSceneGraph applications are not likely to see the same speed-up, or any speed-up at all if they are already GPU limited."},{"categoryid":442,"description":"library for accessing Quake pak files","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"paklib","packageid":48931},{"categoryid":442,"description":"Abstraction layer for filesystem and archive access","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"physfs","packageid":49845,"summary":"PhysicsFS is a library to provide abstract access to various archives. It is intended for use in video games, and the design was somewhat inspired by Quake 3's file subsystem. The programmer defines a \"write directory\" on the physical filesystem. No file writing done through the PhysicsFS API can leave that write directory, for security. For example, an embedded scripting language cannot write outside of this path if it uses PhysFS for all of its I\/O, which means that untrusted scripts can run more safely. Symbolic links can be disabled as well, for added safety. For file reading, the programmer lists directories and archives that form a \"search path\". Once the search path is defined, it becomes a single, transparent hierarchical filesystem. This makes for easy access to ZIP files in the same way as you access a file directly on the disk, and it makes it easy to ship a new archive that will override a previous archive on a per-file basis. Finally, PhysicsFS gives you platform-abstracted means to determine if CD-ROMs are available, the user's home directory, where in the real filesystem your program is running, etc."},{"categoryid":442,"description":"Another ELF packer for the PS2","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"ps2-packer","packageid":46972},{"categoryid":442,"description":"Quake4 SDK","firstseen":"2010-05-04T00:54:45.661860","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"quake4-sdk","packageid":48103},{"categoryid":442,"description":"Navigation mesh construction toolset for games","firstseen":"2020-07-08T07:14:42.679132","name":"recastnavigation","packageid":71285},{"categoryid":442,"description":"Development library for simulation games","firstseen":"2010-05-04T00:54:45.661860","maintainer":"reavertm@gentoo.org","maintainername":"Maciej Mrozowski","name":"simgear","packageid":52309,"summary":"SimGear is a set of open-source libraries designed to be used as building blocks for quickly assembling 3d simulations, games, and visualization applications."},{"categoryid":442,"description":"Library of code shared between tuxmath and tuxtype","firstseen":"2013-01-21T14:36:28.709952","maintainer":"games@gentoo.org","maintainername":"Gentoo Games Project","name":"t4k-common","packageid":60241},{"categoryid":442,"description":"A general purpose tile map editor","firstseen":"2012-08-07T22:10:11.819823","maintainer":"kensington@gentoo.org","name":"tiled","packageid":59678}]}