Simple MultimEdia LiTerator -- a simple 2D/3D game engine
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README.md

SMELT

SMELT -- The engine behind BLR3+.

Now has its own repo.

Building

Building the SDL/GLFW version of SMELT is now officially tested on debian sid, debian jessie, Arch Linux and Gentoo Linux.

Theoretically both versions should work on Windows with little modification :) (actually I have already produced a Windows build successfully).

Building dependencies on debian-based systems:

libfreetype6-dev libopenal-dev libsdl2-dev libpng-dev libjpeg62-turbo-dev libvorbis-dev libogg-dev

Additional building dependencies for the GLFW version on a debian-based system:

libglfw3-dev libglew-dev

With the GLFW version, you are now allowed to choose the OpenGL version to use (at compile time). Refer to smelt_config.hpp in the implementation folder for details. The OpenGL 3.2 port is still experimental and buggy. Use with caution.

Please also note that minor differences exist across different versions.

To build a module, just run make in the corresponding folder. Please note that CxImage is also a module.

The example must be built last.

SMELT and applications that uses SMELT REQUIRES C++11 to build.

Using SMELT:

Till now SMELT can only be built as a static library, which may make using SMELT a bit clumsy...

  1. Build SMELT. Running "make" should do the trick for you. Sorry, MSVC users!
  2. Add the include folder in the source tree to the C++ header search folder of you project.
  3. Add the libraries dependencies. Library dependencies are listed as following:

for the SDL2 version:

-lsmeltext -lsmelt[-dumb] -lCxImage [-lvorbis -lvorbisfile -lopenal] -ljpeg -lpng -lSDL2

for the GLFW version:

-lsmeltext -lsmelt[-dumb] -lCxImage [-lvorbis -lvorbisfile -lopenal] -ljpeg -lpng -lglfw -lGLEW -lGL

...and start coding!

Customizing SMELT

Each implementation of SMELT has a file called smelt_config.hpp in its folder. Modifying this file allows you to customize the functionality of SMELT. See the comments in the file for details.

TODOs:

  • Example code.
  • Better documentation.
  • Sane way to build.
  • Unify OpenGL versions.
  • D3D version.
  • Better tools?