KXL
- Ebuilds: 1, Stable: 1.1.7_p17 Description:
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.
Homepage:http://kxl.orz.hm/ License: GPL-2
clanlib
- Ebuilds: 4, Stable: 4.2.0 Description:
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.
Homepage:https://github.com/sphair/ClanLib License: ZLIB
freecell-solver
- Ebuilds: 1, Stable: 6.14.0, Testing: 6.14.0 Description: C library for automatically solving Freecell and some other solitaire variants
Homepage:https://fc-solve.shlomifish.org/ License: MIT
godot
- Ebuilds: 4, Testing: 4.6.1 Description:
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.
Homepage:https://godotengine.org/ License:
MIT
Apache-2.0 BSD Boost-1.0 CC0-1.0 Unlicense ZLIB
gui? ( CC-BY-4.0 ) tools? ( OFL-1.1 )
guichan
- Ebuilds: 1, Stable: 0.8.2-r1 Description: Portable C++ GUI library designed for games using Allegro, SDL and/or OpenGL
Homepage:https://github.com/darkbitsorg/guichan License: BSD
hdl_dump
- Ebuilds: 1, Stable: 0.9.2.20180722 Description: Game installer for PlayStation 2 HD Loader and Open PS2 Loader
Homepage:https://github.com/AKuHAK/hdl-dump License: GPL-2
irrlicht
- Ebuilds: 1, Stable: 1.8.5, Testing: 1.8.5 Description:
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.
Homepage:https://irrlicht.sourceforge.io/ License: ZLIB
libmaitretarot
- Ebuilds: 1, Stable: 0.1.98-r3 Description:
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!
Homepage:http://www.nongnu.org/maitretarot/ License: GPL-2
libmt_client
- Ebuilds: 1, Stable: 0.1.98-r2 Description:
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!
Homepage:http://www.nongnu.org/maitretarot/ License: GPL-2
libnw
- Ebuilds: 2, Stable: 1.30.02-r2 Description:
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.
Homepage:https://sourceforge.net/projects/openknights/ License: openknights
libsmacker
- Ebuilds: 2, Testing: 1.2.0_p43-r1 Description: A cross-platform C library for decoding .smk Smacker Video files.
Homepage:https://libsmacker.sourceforge.net License: LGPL-2.1
mygui
- Ebuilds: 1, Testing: 3.4.3 Description:
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.
Homepage:http://mygui.info License: MIT
ode
- Ebuilds: 1, Stable: 0.14-r1, Testing: 0.14-r1 Description:
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.
Homepage:http://ode.org/ License: || ( LGPL-2.1+ BSD )
ogre
- Ebuilds: 2, Testing: 14.4.1 Description:
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)
Homepage:https://www.ogre3d.org/ License: MIT public-domain
ois
- Ebuilds: 1, Stable: 1.5.1, Testing: 1.5.1 Description: Object-oriented Input System - A cross-platform C++ input handling library
Homepage:https://github.com/wgois/OIS License: ZLIB
openscenegraph
- Ebuilds: 1, Stable: 3.6.5-r118, Testing: 3.6.5-r118 Description:
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.
Homepage:https://www.openscenegraph.com/ License: wxWinLL-3 LGPL-2.1
openscenegraph-openmw
- Ebuilds: 1, Testing: 3.6_p20251012-r1 Description:
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.
Homepage:https://github.com/OpenMW/osg License: wxWinLL-3 LGPL-2.1
physfs
- Ebuilds: 2
Description:
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.
Homepage:https://icculus.org/physfs/
simgear
- Ebuilds: 2, Testing: 2024.1.1 Description:
SimGear is a set of open-source libraries designed to be used as building blocks for
quickly assembling 3d simulations, games, and visualization applications.
Homepage:https://www.flightgear.org/ License: GPL-2