GLOW stands for Graphical Library for OpenGL Wizards (because everyone who uses OpenGL is doing magic). It provides classes to simplify the use of basic OpenGL features (such as Texture, Shader, Windows, Inputs ...). It also allows developpers to easely create User Interface and handle events. There are three different uses of GLOW, depending on your abstraction needs :
- Basic features wrapping (Shader, Texture ...)
- Global Managers (Texture loader, Input manager ...)
- Application logic and UI building
If you want to use OpenGL and try to not reinvent the wheel or if you're looking for a higher-level library in order to build you application or game, you should probably take a look at this project. 🙂
GLOW was created after countless of little games and projects I made. I realized that I lost too much time coding the "core" of my games and not the mechanics of it. I decided to create an easy interface to create windows, menus, gui, buttons, manage inputs, render and update. GLOW is a work in progress. Many changes will be done in the future. I'm trying not to hardly change what is already existing and keep interfaces clean. Even if GLOW was first created for 2D-game designing it can be used for other applications that need OpenGL (custom graph rendering, 3D, user interfaces ...). Lots of functionalities aren't optimized yet. I focused on simplicity more than optimality.