Well, first of all, let me talk about Raydium
goals: this project aims to be simple, easy to use, portable, and quite fast.
is a C written abstract layer, on top of OpenGL
: this means you can write an entire 3D application without calling any OpenGL
function. Want to draw an object ? call the suitable Raydium
function, and all textures and vertices will be loaded, and your object drawn. Want to make an explosion ? Same thing: call the right function. Note that you can call OpenGL
functions anyway, if necessary.
About portability, I can say a few things: Raydium
was initially planned for linux only, but with an "clean" (nearly ANSI
) code, and, in facts, we have been able to compile Raydium under VC6 (Windows) and mingw with a very few modifications. So you can expect a correct result on any system providing OpenGL
(at least 1.2), GLU
and a C compiler.
As we (Corp?
.) needed a library for our own games, demos, and... and things like that, and as I was interested by OpenGL
, I starts to write Raydium
Raydium is perfect for outdoors spaces, integrating a landscape engine, with suitable physic, supports dynamic lighting, fog, blending, water and waves, terraforming, and more.
This features list will probably grow up during Raydium developpement.
You'll find, in this document, a list of many functions and possibilities of Raydium
After this short introduction, let's talk about the API
itself, starting with the main file (from the programmer's point of vue) of Raydium
Return to RaydiumApiReference