38 lines
1.9 KiB
Markdown
38 lines
1.9 KiB
Markdown
#lime - Light Media Engine
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A lightweight OpenGL framework for [haxe](http://haxe.org).
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A starting point for building OpenGL applications across Mac, Windows, Linux, Blackberry, HTML5(WebGL), Android, iOS and more.
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#What it does
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lime exposes the following
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- OpenGL
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- Audio
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- Input
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- Windowing
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- Useful native features
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By setting up a bootstrap for your application, lime will handle all the low level events and call into your main class (this can be overridden) for you.
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#How it works
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lime is a cross platform haxe library powered by [lime-tools](http://github.com/openfl/lime-tools), for building upon opengl across many platforms.
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### lime is two parts
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**One part** is the native code, the underlying platform templates and systems to expose the features.
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**The second part** is the haxe wrapper, forwarding the events to your application.
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For example, frameworks like [OpenFL](http://github.com/openfl) leverage lime to implement a cross platform Flash API by leaning on the native portion, without using the current lime haxe classes at all.
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#Things to note
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- lime is low level. It does the bare minimum to give you access to the metal - without making it difficult.
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- lime works by default by bootstrapping your application main class into the framework.
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- lime will call functions into your class, for mouse, keys, gamepad and other system or windowing events (resizing, for example).
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- lime exposes an API to talk to the windowing, audio and other API's across platforms.
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- native parts of lime were forked from [nme](http://github.com/haxenme/nme) (native media engine) and merged into openfl-native - but now (and lastly) been merged into lime and joined forces to create an agnostic, cross platform starting point to widen the haxe landscape for all frameworks and framework developers.
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Expect docs, diagrams and breakdowns of how to get started using lime soon. See the examples/ folder for the basics for now.
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