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dream's Introduction

Dream

Dream is a cross-platform game development framework. It is currently under heavy development. It has the following features:

  • Reference counted pointers for resource/memory management.
  • Event driven networking and rendering engine.
  • Vector, Matrix and Quaternion implementation for mathematics.
  • Sphere, Line, Plane, Frustrum, AlignedBox, Triangle for geometry calculations.
  • Robust message based network framework.
  • Loading and saving images (PNG, JPEG) of various channels and bit depths.
  • Flexible text rendering using FreeType2.
  • Positional audio using using OpenAL and Ogg Vorbis.
  • High performance graphics using OpenGL (Support for OpenGL3.2+ and OpenGL2.0ES+)

A selection of examples and a complete cross-platform build environment are available. For more details, please see the main project page.

Documentation

To generate documentation, make sure you have doxygen installed and run:

rake dream:documentation:generate

The documentation can be found in docs/html/index.html.

Compatibility

This library has been designed for cross-platform compilation. It currently has support for the following targets:

  • Mac OS X [Full]
  • iPhone [Full]
  • Linux [Partial]
  • Android NDK [Partial]
  • Windows [Unsupported at this time]

Dream uses features from C++11, and therefore requires a C++11 compiler such as clang or gcc.

Coding Guidelines

File Variants

Depending on the platform, there may be different files available to build the required functionality. These will typically only be implementation files. For example:

  • Core/Timer.h
  • Core/Timer-CoreVideo.cpp
  • Core/Timer-Unix.cpp

Only one of these implementations need to be compiled for a specific platform. Generally, there will be specific implementations (Core/Timer-CoreVideo.cpp) and generic implementations (Core/Timer-Unix.cpp). You should generally compile the most specific implementation for a platform, rather than the generic implementation.

Resource Management

One feature of the Dream framework is automatic resource/memory management. This is done by using Ref counted pointers. It is important to understand a few things about the semantics of these "values" in order to get the best performance.

When an object has ownership of a resource, it should use a Dream::Ref<Object>. Ownership is typically referred to as a has-a or has-many relationship.

When passing objects to a function, you don't need to incur the performance cost of memory management. Therefore, you should use Dream::Ptr<Object>. Return values should still be Dream::Ref<Object>. Return value optimization ensures that reference counting overhead is minimized.

Related Links

License

Copyright (c) 2006, 2012 Samuel G. D. Williams. http://www.oriontransfer.co.nz

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

dream's People

Contributors

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Watchers

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