Henge is an attempt to create a simple yet functional OpenGL 3D engine. It's designed around the concept that you may use parts of it which might be useful for your particular program, and ignore most of the other parts when they're not needed.

Care is taken to leave OpenGL state intact in utility functions that aren't explicitly supposed to affect the state, and dependencies between parts are kept to a minimum. Ideally no two unrelated parts of the engine should assume the other one is in use and rely on its state wherever possible.

The focus of the library is simplicity and ease of use, rather than performance. This means that most design decisions gravitate towards my subjective idea of a clean API, avoiding extreme optimizations that would compromise simplicity and clarity.

http://nuclear.mutantstargoat.com/sw/henge/img/henge_terrain_thumb.jpg http://nuclear.mutantstargoat.com/sw/henge/img/sea_shot_thumb.jpg http://nuclear.mutantstargoat.com/sw/henge/img/dunged_thumb.jpg



Author: John Tsiombikas <nuclear@member.fsf.org>

Henge is free software. You may use, modify, and redistribute it under the terms of the GNU Lesser General Public License (LGPL) version 3, or at your option, any later version published by the Free Software Foundation. See COPYING and COPYING.LESSER for details.


Henge depends on the following libraries:

To compile and install (default prefix is /usr/local) just go into the henge directory and type:

$ ./configure
$ make
# make install


To use henge in your projects make sure you pass the output of pkg-config --cflags henge2 to the compiler, and the output of pkg-config --libs henge2 to the linker.

There's no documentation at the moment, try to figure out how to use henge by looking through the header files, and the example programs in the tests subdirectory.