// Assume we have a native window handle (platform-specific) void* window_handle = /* get from GLFW/SDL */; bgf_attach_window(window_handle, 1280, 720);
As graphics APIs continue to evolve (with WebGPU and newer Vulkan features on the horizon), BGF’s philosophy of a thin, capable abstraction layer ensures that 2.14.2 is not just an endpoint—it is a foundation for the next generation of cross-platform 2D applications. bgf 2.14.2
if (!bgf_init(¶ms)) printf("Failed to initialize BGF\n"); return -1; // Assume we have a native window handle
#include <bgf/bgf.h> #include <stdio.h> int main() bgf_init_params params = 0; params.backend = BGF_BACKEND_AUTO; params.debug = true; For the latest updates, consult the official BGF
find_package(bgf 2.14.2 REQUIRED) target_link_libraries(my_app PRIVATE bgf::bgf) To demonstrate the clarity of BGF 2.14.2, here’s a complete "clear screen and draw a red rectangle" program. Note that window creation is left to the user (e.g., GLFW, SDL).
For the latest updates, consult the official BGF repository at github.com/bgf-render/bgf and the detailed changelog for version 2.14.2.