/Pencil.Gaming-GLFW2

A minimcalistic gaming library for C# based on OpenTK.

Primary LanguageC#

Pencil.Gaming

Pencil.Gaming is a gaming library for C#, providing support for OpenGL, GLFW and OpenAL. It's a stable, cross-platform, open-source (some prefer the term "free") alternative to libraries like XNA, which has pretty much died now, OpenTK, which hasn't been updated for about a year, and SharpDX, which is not cross-platform. A feature that Pencil.Gaming has over most other C# gaming libraries, is that users do not need to install any redistributables!

The OpenGL implementation is based on the OpenTK source code.

A quick overview of the samples:

Functionality and stability

GLFW2

Platform OpenGL core OpenGL extensions GLFW OpenAL
Linux 64-bit Stable Stable Stable Stable
Linux 32-bit Stable Stable Stable Stable
Windows 64-bit Stable Stable Stable Stable
Windows 32-bit Stable Stable Stable Stable
Mac OS X Stable Stable Stable Stable

GLFW3

Platform OpenGL core OpenGL extensions GLFW OpenAL
Linux 64-bit Stable Stable Stable Stable
Linux 32-bit Stable Stable Broken Stable
Windows 64-bit Stable Stable Stable Stable
Windows 32-bit Stable Stable Untested Stable
Mac OS X Stable Stable Not Implemented Stable

Sample usage (OpenGL & GLFW)

This section has been removed. Please refer to the [wiki] (https://github.com/antonijn/Pencil.Gaming/wiki) for GLFW2/3 examples.

Sample usage (OpenAL)

Apart from implementing GLFW, Pencil.Gaming also has a few utilities to make your life bearable. On of the more notable of these is the Al.Utils.BufferFromWav utility, which is able to load wave files into an OpenAL buffer.

uint buffer = Al.Utils.BufferFromWav("MyWaveFile.wav");
uint source;
Al.GenSources(1, out source);

Al.Source(source, AlSourcei.Buffer, (int) buffer);
Al.Source(source, AlSourceb.Looping, true);

Al.SourcePlay(source);

// ...
// ...

// When cleaning up:
Al.DeleteSources(1, ref source);
Al.DeleteBuffers(1, ref buffer);

Sample Usage (Gl.Utils)

Gl.Utils is another utility class provided by Pencil.Gaming. It provides support for cross-platform texture loading, and will feature a model loading utility (obj files only).

This is how you use the image loading utility:

int image = Gl.Utils.LoadImage("myfile.png"); // Works with multiple file formats
Gl.BindTexture(TextureTarget.Texture2D, image);

Gl.Begin(BeginMode.TriangleStrip);
  Gl.TexCoord2(0f, 1f);
  Gl.Vertex2(0.1f, 0.9f);
  Gl.TexCoord2(0f, 0f);
  Gl.Vertex2(0.1f, 0.1f);
  Gl.TexCoord2(1f, 1f);
  Gl.Vertex2(0.9f, 0.9f);
  Gl.TexCoord2(1f, 0f);
  Gl.Vertex2(0.9f, 0.1f);
Gl.End();