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D gamedev toolkit. 3D maths, language-friendly wrappers, stb_image & stb_truetype port, etc...

Adds a @nogc nothrow quick-sort function to gfm:core.

This allows the stb_truetype port to be fully @nogc nothrow.
Now gfm:image depends on gfm:core again.
latest commit 9bf573fc02
ponce authored

GFM Build Status

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GFM is a feature-rich library to ease the creation of video games / multimedia applications with the D programming language.

Documentation and overview can be found here:

Tested compilers: dmd-2.067.1 dmd-2.066.1 LDC-0.15.1 GDC-4.9.2


Public Domain (Unlicense).

How to use GFM?

Add the sub-package you are interested in in your dub.json:

      "dependencies": {
        "gfm:math": "~>2.0"

See the examples/ directory, or as an example of a game.


You absolutely don't need to use the whole of GFM. Pick just what you need to minimize the amount of dependencies.

GFM dependencies

There is an ongoing work to delete things in GFM that exist elsewhere but better. See to discover lots of useful libraries for your programs.

Design goals

  • Give some more power to the library user providing code that will probably need to be written anyway.
  • Each module / sub-package is maximally decoupled.
  • Logging interface for everything that has a logging callback.
  • Correctness and functionality are favoured over speed.
  • Wrappers are transparent layers that expose the C libraries objects, turn every error code into an D exception and makes it easier to use the library correctly. They do almost nothing and perhaps you don't need them.

Why use GFM?

In the D1 days, I created several multimedia applications:

This all came with some insight with how to do OpenGL applications in D. During this time I became acutely aware that my quick & dirty coding style wouldn't cut it in the long run. GFM is the clean successor library to the unfortunate code I was using at this time.

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