What is ClanLib?
Welcome to ClanLib, a multi-platform game development
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);
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
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 DirectFB.
Some parts of ClanLib still isnt entirely endian clean, so it will currently
only work without problems on the x86 architecture.
ClanLib is licensed under the GNU Lesser
General Public License (LGPL), thus making ClanLib part of
the Free Software movement. While the ClanLib sourcecode is
available to the public, applications using the library need
not to be so.
Since ClanLib is a free product, the developers keep on
improving this library for non-profit reasons. Feedback is
very important to us - if you like the product, or has any
problems with it - please let us know. This will encourage us
to continue development on ClanLib - and help us providing a
good software product.