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libdoomwad Documentation

0.08

Introduction

Welcome to libdoomwad, a library to manipulate Doom Wad files and associated data structures. This page contains a brief overview to describe the structure of the library and what you need to know to get started.

Purpose

Libdoomwad exists to help application developers handle Wad files in an easy, object-oriented manner. Its target audience is developers working on programs that edit and manage Wad files, but not authors of source port engines. Although my goal is not to have poor performance, good performance required for game engines is not a goal either.

Overview

There are two main parts to libdoomwad. First is the Lump side, second is the WadEntry side.

The Lump side has several data structures that represent raw data on disk. Use this to load Wad files from disk and use them as Wads. You may also twiddle bits and other low level stuff as this part of the library exposes the guts of a Wad file.

The WadEntry side reads in raw data and formats it into easy to use data structures that represent specific Lump types: graphics, sounds, maps, and more.

More Information

For more information, check out the Related Pages link at the top of the page, or choose from the following list:

License - Text of the GNU LGPL license, under which libdoomwad is licensed.

Programming Issues - Information and issues relating to how libdoomwad is coded, stuff you need to know if you want to add any functionality, etc.

Coding Standards - Coding standards for libdoomwad.

Source Ports - Information dealing with source port extensions, such as Boom extensions, ZDoom scripting as it related to wad editing, etc.

Wad Resources - Specific information dealing with the wad file format and the format of the resources inside it.


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