Quad-Ren is a free, open source(LGPL), resolution independent 2D graphics
engine with the primary focuses being on simplicity and minimalism.
It was developed primarily for creating 2D games, with features such
as built in support for animations. Though there is nothing to
prevent it from being used for the development of other 2D applications
which rely heavily on bitmap images, and should function the same regardless
of screen resolution.
Quad-Ren implements a thin abstraction layer over OpenGL, to create an API
which should be more fermillier to developers used to using resolution dependent
tool kits such as SDL's blitting functions, but be totally resolution independent,
i.e. you can program a game, and it will run in a resizeable window, full screen
or on a portable platform like Pandora with absolutely no change to the source code.
(Though Pandora will probably require creating a lower res sprite set, but it will
still render at the same relative size).
Quad-Ren is programmed in, and usable from the C++ programming language,
though it is highly likely that future versions will also feature an
integrated scripting language for defining quad behaviours.It is primarily
intended for use on GNU/Linux, but because it only uses cross platform libraries,
compiling on other platforms should be possible.
Features
Quad-Ren is currently in fairly early development, so there are bound to be bugs,
so don't hesitate to report them, I will try to fix any issues as quickly as my limited
free time will allow. While I will be adding a lot more features in the future, most
notably collision detection, an event system and some kind of integrated scripting
language, the existing API should (crosses fingers) remain relativity unchanged.
This is *NOT* intended to become a visual point and click game building system.
Currently this is based on OpenGL and SDL, but all geometry transformations are done in
software, so it should be relativity easy to port to the pandora(although it is almost 100%
floating point internally), I am intending to re-wright the renderer to make it more modular,
alowing for easy multiple API support, i.e. OpenGL and OpenGL-ES.
engine with the primary focuses being on simplicity and minimalism.
It was developed primarily for creating 2D games, with features such
as built in support for animations. Though there is nothing to
prevent it from being used for the development of other 2D applications
which rely heavily on bitmap images, and should function the same regardless
of screen resolution.
Quad-Ren implements a thin abstraction layer over OpenGL, to create an API
which should be more fermillier to developers used to using resolution dependent
tool kits such as SDL's blitting functions, but be totally resolution independent,
i.e. you can program a game, and it will run in a resizeable window, full screen
or on a portable platform like Pandora with absolutely no change to the source code.
(Though Pandora will probably require creating a lower res sprite set, but it will
still render at the same relative size).
Quad-Ren is programmed in, and usable from the C++ programming language,
though it is highly likely that future versions will also feature an
integrated scripting language for defining quad behaviours.It is primarily
intended for use on GNU/Linux, but because it only uses cross platform libraries,
compiling on other platforms should be possible.
Features
- Resolution independence: Applications created with Quad-Ren will
function the same regardless of screen resolution or aspect ratio.
Aspect independence is achieved via the use of letter boxing, This is
the only(IMO) way to achieve this, as stretching the image to fit looks
ugly and simply showing more of the scene is likely to be an unfair advantage.
- Bilinear filtered rotation: and scaling: Quads can be scaled and rotated
smoothly, without the shimmering associated with nearest neighbour filtering.
- Only alpha transparency: Only alpha transparency is supported, to allow for
nice looking anti-aliased graphics and discourage the use of aliased images.
- Free camera:Allows for easy scrolling around large scenes.
Quad-Ren is currently in fairly early development, so there are bound to be bugs,
so don't hesitate to report them, I will try to fix any issues as quickly as my limited
free time will allow. While I will be adding a lot more features in the future, most
notably collision detection, an event system and some kind of integrated scripting
language, the existing API should (crosses fingers) remain relativity unchanged.
This is *NOT* intended to become a visual point and click game building system.
Currently this is based on OpenGL and SDL, but all geometry transformations are done in
software, so it should be relativity easy to port to the pandora(although it is almost 100%
floating point internally), I am intending to re-wright the renderer to make it more modular,
alowing for easy multiple API support, i.e. OpenGL and OpenGL-ES.