A re-implementation of the RenderWare Graphics engine (Mirror of https://github.com/aap/librw)
Go to file
aap 9a57633953 switched all c++ includes to c 2020-04-30 17:54:38 +02:00
skeleton fixed handling of lost d3d device 2020-04-16 23:09:47 +02:00
src switched all c++ includes to c 2020-04-30 17:54:38 +02:00
tools little fix to premakefile 2020-04-28 17:24:26 +02:00
.appveyor.yml Add support for SDL2 2018-08-08 23:42:27 +02:00
.gitignore Add the build directory to the .gitignore file 2019-01-10 16:12:21 +00:00
.travis.yml Make ps2 optional 2020-04-26 22:38:00 +02:00
Dockerfile Add support for SDL2 2018-08-08 23:42:27 +02:00
LICENSE Initial commit 2014-12-18 17:25:08 +01:00
README.md worked on allocation 2017-08-26 12:43:33 +02:00
TODO worked on allocation 2017-08-26 12:43:33 +02:00
args.h made most things build on linux again 2016-01-10 20:10:53 +01:00
docker_rebuild_ps2.sh Add travis and appveyor support 2018-08-08 19:11:05 +02:00
premake-vs2019.cmd include premake binary for convenience 2020-04-18 11:39:03 +03:00
premake5.exe include premake binary for convenience 2020-04-18 11:39:03 +03:00
premake5.lua little fix to premakefile 2020-04-28 17:24:26 +02:00
rw.h implemented charset 2020-04-19 09:59:51 +02:00

README.md

librw

This library is supposed to be a re-implementation of RenderWare graphics, or a good part of it anyway.

It is intended to be cross-platform in two senses eventually: support rendering on different platforms similar to RW; supporting all file formats for all platforms at all times and provide way to convert to all other platforms.

File formats are already supported rather well, although rasters as used by TXD files still need some work, especially for PS2.

As for rendering, D3D9 and OpenGL 3 work somewhat well but both still need work. Rendering some things on the PS2 is working as a test only.

Building

Get premake5. Generate a config, e.g. with premake5 gmake, and look in the build directory.