PcapPlusPlus - Multiplatform C network sniffing and packet parsing and crafting framework. ReactPhysics3D - C physics engine library for 3D simulations and game ProjectCHRONO - An Open Source Multi-physics Simulation Engine Bullet - Physics simulation for games, visual effects. Jul 10, 2015  These package can be used to run such applications on a computer even if it does not have Visual Studio 2015 installed. These packages install run-time components of these libraries: C Runtime (CRT), Standard C, MFC, C AMP, and OpenMP. To find out what's new in Visual Studio 2015, see the Visual Studio 2015 Release Notes. Sep 11, 2018  The C Game Development Templates Library What is it? The Game Development Templates (GDT) is a minimal game development toolkit written mostly as a set of generic modern C templates. Built for freedom. GDT is designed to allow easy switching between different libraries for graphics, audio, physics and other game backends.

The C++ Game Development Templates Library

What is it?

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:

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

Dev C++ Programs

Built for coding

Dev C++ Program Download

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

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

Dev C++ Game Code

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. Logic pro vsts. No contribution is too small!

I am using it to program drum patterns and practice exercises. Best drum machine vst.