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Cross platform 3D Game & Graphics Library

License: BSD 3-Clause "New" or "Revised" License

Makefile 0.81% C 66.06% C++ 26.21% Objective-C++ 0.44% Objective-C 3.64% Perl 0.04% Python 0.64% XSLT 0.03% CSS 0.01% HTML 0.58% CMake 0.14% Assembly 0.73% SAS 0.04% CLIPS 0.01% Pascal 0.16% Ada 0.20% C# 0.12% Batchfile 0.01% DIGITAL Command Language 0.09% Module Management System 0.04%

dkgl's Introduction

Project DKGL

Cross-platform 3D Game Library for C++.

DK (Core Library)

A Lightweighted cross-platform Game Library.
This is low level game library written with C++ and supports full multi-threaded, 64-bits environments. DKGL supports Khronos Vulkan, Apple Metal, Microsoft DirectX 12

You can use Python-script to improve productivity.

DK library has two layers of API level.

DKFoundation - Foundation Classes, Managing System Tasks.
  • C++ Metaprograms (Type Libraries, etc.)
  • Data Collections (Array, Map, Tuples, etc.)
  • Memory Management (SmartPointers, WeakRef, Pool Allocators, etc.)
  • Thread and Synchronize objects (Mutex, Condition, Atomics, etc.)
  • Thread Pool for Asynchronous Operations
  • High Resolution Timer
  • Run-Loop System
  • Function Interface for Operations, Invocations, Functors
  • Data and Buffer objects
  • Rational for High-Precision Calculation
  • Unicode String (UTF-8,16,32)
  • File, Directory and Stream (including File-Mapping)
  • Date Time class (ISO-8601 support)
  • Endianness Byte Order Utilities
  • Logging Interface
  • Error Handler (with Stack-Tracer)
  • XMLParser (DOM, SAX)
  • Hash Library (SHA1, SHA2, etc.)
  • Zip Archiver, Unarchiver
DKFramework - Game Framework for Application
  • Application Entry Point
  • Collision Detection Utilities
  • Convex Decomposition
  • Physics Constraints
  • Dynamics Simulator
  • Node Based Scene Graph Management
  • Curve Interpolation (Spline, B-Spline, Bezier, etc.)
  • Data Marshalling
  • Animation (able to Retargeting, Blending)
  • Text Font (TTF, PS, etc.)
  • 3D Audio
  • Mathematics (Matrices, Vectors, Quaternion, etc.)
  • Graphics / Compute Interface (Vulkan, Metal, DirectX12)
  • Resource Management
  • Material and Shader Management
  • Window, Screen Management
  • Voxel, Storage, Polygonizer Interfaces

Each framework designed for modular, cross-platform.
You can use any classes without any dependencies. You are also able to use single project for multiple-platforms without any modifictations that platform dependent.

You can use DK with other UI Tools also. (MFC, Cocoa, wxWidgets, etc.)

Running platforms.

  • Windows 10 or later. (DirectX12 or Vulkan Required)
  • Mac OS X 10.11 or later. (Metal Required)
  • iOS 9.0 or later. (Metal Required)

For other platforms including linux or android, You can implement DK interfaces to use DK library with other GUI OSes.

See interface header files in DKFramework/Interface.
You can see implementations for other OSes in DKFramework/Private

Build Environments

  • Visual Studio 2015 for Windows
  • Xcode7 for Mac, iOS
  • C++11 compiler

Included External Libraries

  • OpenAL-soft-1.15.1
    • This is LGPL licensed, configured to build dynamic-library.
    • Win32, Android only.
    • Mac OS X, iOS use Apple's OpenAL framework.
  • BulletPhysics-2.82
  • FreeType-2.9
  • bzip2-1.0.6
  • jpeg-9
  • libFLAC-1.2.1
  • libogg-1.3.1
  • libpng-1.5.10
  • libtiff-4.0.3
  • libvorbis-1.3.3
  • libxml2-2.9.0
  • lz4-r131
  • zlib-1.2.7
  • Zstd-1.3.8

Author

Hongtae Kim, ([email protected])

Liense

BSD-3 License

dkgl's People

Contributors

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Watchers

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