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My current project - KGL

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Recently I've been working on a sort of consolidation of all of the useful code that I have lying around. I've called it KGL or Kazade's Game Library. It's a library that allows me to easily do common stuff when writing games. For example, it will create an OpenGL window for me, it comes with a built-in Quake-like console, I have 2D TTF fonts, TGA and 3D .obj model loading and a simple resource manager. It could do with more documenting and tidying up before I release it for others to use, but it seems to be working really well for me.

Here's a little example of how it works, below the code is a screen shot of what the output looks like:

#include "MyGame.h"

using namespace kgl;

Game("app-config.txt") {
m_ResourceManager = shared_ptr ( new resources::ResourceManager);

MyGame::~MyGame() {


bool MyGame::onInitialize() {
//Set the caption at the top of the window
getWindow().setTitle("KGL - Lesson 01");



m_Model = m_ResourceManager->load("farn.obj", "fern_model");

BOOST_FOREACH(shared_ptr mat, m_Model->getMaterials()){
shared_ptr newTex = m_ResourceManager->load(mat->m_TextureFile, mat->m_Name);

if (!newTex) {
std::cout << "Could not load texture: " << mat->m_TextureFile << std::endl;

return true;

void MyGame::onRender() {
static float angle = 0.0f;

(angle > 360.0f)? angle -= 360.0f : angle+=0.5f;

//Clear the colour and depth buffer and clear to grey
//OpenGL code goes here

glTranslatef(0, -0.5, -2.0f);
glRotatef(angle, 0, 1, 0);

glAlphaFunc(GL_GREATER, 0.3);
for (uint i = 0; i < m_ModelTextures.size(); ++i) {


Other stuff that you can't see includes:

* A strings namespace that contains a load of handy string functions
* A filesystem namespace that contains functions such as isFile(), isDir(), and path manipulation functions
* A game timer
* An ini config file reader
* An event handling system
* A load of predefined colours (see the Window::clear method above)
* Probably more stuff that I can't remember [smile]

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