It's has been in 2 years of development since the previous major release, and now ClanLib 3 has been officially released.
The ZLIB style licensed SDK has been around for 14 years, constantly being developed and fine tuned with the latest game programming methods.
If you haven't come across ClanLib before, take a look. Although you may not want to use it directly, you can still extract modules from it, due to its' liberal zlib style license. It contains some gems, for example batched opengl subpixel font rendering, and on Windows, no freetype dependancy
Additional features since the previous release include:
The creation of a new display target “clanD3D”, allowing your application to run DirectX 11 as a fall-back or a primary display target.
The GUI has had an overhaul. Enhancing it to support the CSS 2 standard and optimising it for the fastest frame rates.
The CSS 2 support can also be used outside the GUI environment.
On Microsoft Windows, ClanLib now does not require any dependency library. So you can simply download it, without worrying about updating dependency libraries and know that all components are using a Zlib style software license.
One of the design decisions to enhance the speed of the SDK was the separation of the 2D management code from the GraphicContext. It was now been placed on a higher level class, called a Canvas. All 2D operations use this Canvas class. For 3D operations, the GraphicContext is used, without any overhead.
ClanLib has been updated with the latest OpenGL 4.4 API, so that you try out the latest techniques with an OpenGL 4.4 Context.
Additional components have also been added:
• 2D collision system
• 3D collision system
• 3D scene management
• Game editor and asset pipeline framework
The documentation is all now all contained within the ClanLib SDK package, and also in GitHub, so if you see any mistakes or enhancements, you are free to provide updates.
There are lots more to explore. Lots of examples to try out.