libDGL is a "retro coding" C library aimed at MS-DOS VGA Mode 13h game development. It targets 486 DX2 systems as a baseline for performance.
The project is developed with Watcom C 10.0b and Borland Turbo Assembler 4.0.
Because it's fun.
If you were looking for something for "retro" MS-DOS game development that is fully featured, really performant and bug-tested that's ready right now, have a look at Allegro 3.x or possibly 4.x depending on what hardware you're targetting.
This library is currently under early development and is lacking many things and probably chock-full of bugs.
Done / Mostly Done
- Primitive drawing support
- Text rendering
- Blitting
- Graphics clipping
- Keyboard input
- Mouse input
- Input device (keyboard/mouse) events
- PCX loading/saving
- Math library (general helpers, 2D vector, 3x3 matrix)
- Fixed point math
- Basic error handling / results
TODO
- Scaled/rotated blitting support
- Blending
- "Mode 7" like support
- Custom font loading (BIOS-like format?)
- Joystick / Gravis GamePad support
- PC speaker sounds
- Sound Blaster compatible sound/music
- Gravis Ultrasound compatible sound/music
- Sine/cosine lookup table optimizations
- BMP, LBM, GIF image loading (and saving?)
- Simple immediate mode GUI
You can use WMAKE
to build using the included MAKEFILE
.
To build the library:
> wmake target_config=debug build ; debug build
> wmake target_config=release build ; release build
Will output DGL.LIB
in the project directory.
To build and run the (incomplete) test suite, look under the "TEST" directory. There you will
find a separate MAKEFILE
which assumes that you are running wmake
from that directory and
that DGL.LIB
has already been built.
> cd test
test> wmake run ; run test suite
test> wmake debug ; run through WD debugger