C++ Game Dev Libraries

Mar 07, 2017  Visual Studio 2017 introduces a new “Game development with C” workload, making it easy to get tools you need for building high-quality games with C. Whether you’re using DirectX or powerful game engines such as Unreal Engine or Cocos2d, Visual Studio can install everything you need all at once to get you started quickly.

Best Library For C++ Game Development

The C++ Game Development Templates Library

What is it?

  • Mar 18, 2018  C is a good choice for game development because of its design ideal of 'you only pay for what you use'. This allows you to work at a high level of abstraction when you can afford to, but be low-level and highly efficient when you need to, within.
  • SFML is an excellent library to build a game engine over if you're going 2D. A clearly better alternative than SDL. A clearly better alternative than SDL. Ogre and other libraries have already been cited but if you're going 3D it certainly is the best free 3D engine around, as it is the most flexible.

The Game Development Templates (GDT) is a minimal gamedevelopment toolkit written mostly as a set of generic modern C++ templates.

Built for freedom

GDT is designed to allow easy switching between different libraries forgraphics, audio, physics and other game backends.While still being work-in-progress, GDT currently supports GLFW or SDL, OpenGL,OpenAL and Bullet physics. Vulkan and Newton support is coming soon, followedby the yet to be chosen network backends.

Here's how you specify a GDT application with a set of changable backends:

Game Dev Story Pc

Soon you would be able to change this set completely,without changing other parts of your game code.

Game Development Software

Built for coding

In GDT, your C++ code is your main game modeling environment.Any other tools are considered peripherial. You will use standard C++constructs to model your game assets, materials, scenes and animations.You choose your editor or IDE, you choose your project structure andeverything is visible and controllable:

GDT also prefers structuring things in compile time rather than runtime.This is done through using templates, static polymorphism, CRTP and other nastytricks. The general idea is that it's faster to parse through a compiler's errormessage (even ones involving templates) than debugging a misbehavior in runtime.

Built for tomorrow

GDT is using modern C++, applying smart (cough, arsed, cough..) techniques where it makes sense,while holding back from over-using the language where it isn't.

Built for you

C++ Game Dev Libraries

GDT prefers your code readability on the expense of its inner complexity.Game developers should be able to read their code easily, without parsingthrough forced and obscured code constructs. GDT tries to follow this guidelineas much as possible.

For example, here's how you use a shader pipeline to render stuff:

Screenshots

skeletal_animation.cc

physics_instancing.cc

Call for help

GDT is far from being ready. It needs people like you whoshare the vision of having templates-based C++ game engine and who cansubmit pull requests with cool new features, sample code or documentationimprovements. No contribution is too small!