ead6beb358
The development of cal3d stopped in July 2006, about a week or two after the last release (0.11.0). It makes no sense to have both cal3d and cal3d-devel, so let's copy over the -devel port over to the stable one and remove the -devel port. There's no reason to set a deprecation period in this case. While here: * remove conflicts * Update the WWW to the new home page I've given graphics/cal3d a "fake" version of 0.11.1 to convey that it is an update to the previous version of 0.11.0 rather than to completely change the version scheme. PR: 203135 Approved by: maintainer timeout Discussed: portmgr (bapt)
19 lines
1,008 B
Text
19 lines
1,008 B
Text
Cal3D is a skeletal based 3D character animation library written in C++
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in a way that is both platform-independent and graphics API-independent.
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It was originally designed to be used in a 3D client for Worldforge, but
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evolved into a stand-alone product which can be used in many different
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kinds of projects.
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Cal3D's essentials can be boiled down to 2 parts: the C++ library and
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the exporter. The exporter is what you would use to take your characters
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(built in a 3D modeling package) and create the Cal3D-format files that
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the library knows how to load. The exporters are actually plug-ins for
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3D modeling packages. This allows 3D artists to use the modeling tools
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that they're already comfortable with.
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The C++ library is what you would actually use in your application,
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whether it's a game or a VR application. The library provides methods to
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load your exported files, build characters, run animations, and access
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the data necessary to render them with 3D graphics.
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WWW: http://gna.org/projects/cal3d/
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