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Lessons learned about how to make a header-file library
V1.0
September 2013 Sean Barrett
Things to do in an stb-style header-file library,
and rationales:
1. #define LIBRARYNAME_IMPLEMENTATION
Use a symbol like the above to control creating
the implementation. (I used a far-less-clear name
in my first header-file library; it became
clear that was a mistake once I had multiple
libraries.)
Include a "header-file" section with header-file
guards and declarations for all the functions,
but only guard the implementation with LIBRARYNAME_IMPLEMENTATION,
not the header-file guard. That way, if client's
header file X includes your header file for
declarations, they can still include header file X
in the source file that creates the implementation;
if you guard the implementation too, then the first
include (before the #define) creates the declarations,
and the second one (after the #define) does nothing.
2. AVOID DEPENDENCIES
Don't rely on anything other than the C standard libraries.
(If you're creating a library specifically to leverage/wrap
some other library, then obviously you can rely on that
library. But if that library is public domain, you might
be better off directly embedding the source, to reduce
dependencies for your clients. But of course now you have
to update whenever that library updates.)
If you use stdlib, consider wrapping all stdlib calls in
macros, and then conditionally define those macros to the
stdlib function, allowing the user to replace them.
For functions with side effects, like memory allocations,
consider letting the user pass in a context and pass
that in to the macros. (The stdlib versions will ignore
the parameter.) Otherwise, users may have to use global
or thread-local variables to achieve the same effect.
3. AVOID MALLOC
You can't always do this, but when you can, embedded developers
will appreciate it. I almost never bother avoiding, as it's
too much work (and in some cases is pretty infeasible;
see http://nothings.org/gamedev/font_rendering_malloc.txt ).
But it's definitely something one of the things I've gotten
the most pushback on from potential users.
4. ALLOW STATIC IMPLEMENTATION
Have a #define which makes function declarations and
function definitions static. This makes the implementation
private to the source file that creates it. This allows
people to use your library multiple times in their project
without collision. (This is only necessary if your library
has configuration macros or global state, or if your
library has multiple versions that are not backwards
compatible. I've run into both of those cases.)
5. MAKE ACCESSIBLE FROM C
Making your code accessible from C instead of C++ (i.e.
either coding in C, or using extern "C") makes it more
straightforward to be used in C and in other languages,
which often only have support for C bindings, not C++.
(One of the earliest results I found in googling for
stb_image was a Haskell wrapper.) Otherwise, people
have to wrap it in another set of function calls, and
the whole point here is to make it convenient for people
to use, isn't it? (See below.)
I prefer to code entirely in C, so the source file that
instantiates the implementation can be C itself, for
those crazy people out there who are programming in C.
But it's probably not a big hardship for a C programmer
to create a single C++ source file to instantiate your
library.
6. NAMESPACE PRIVATE FUNCTIONS
Try to avoid having names in your source code that
will cause conflicts with identical names in client
code. You can do this either by namespacing in C++,
or prefixing with your library name in C.
In C, generally, I use the same prefix for API
functions and private symbols, such as "stbtt_"
for stb_truetype; but private functions (and
static globals) use a second underscore as
in "stbtt__" to further minimize the chance of
additional collisions in the unlikely but not
impossible event that users write wrapper
functions that have names of the form "stbtt_".
(Consider the user that has used "stbtt_foo"
*successfully*, and then upgrades to a new
version of your library which has a new private
function named either "stbtt_foo" or "stbtt__foo".)
Note that the double-underscore is reserved for
use by the compiler, but (1) there is nothing
reserved for "middleware", i.e. libraries
desiring to avoid conflicts with user symbols
have no other good options, and (2) in practice
no compilers use double-underscore in the middle
rather than the beginning/end. (Unfortunately,
there is at least one videogame-console compiler that
will warn about double-underscores by default.)
7. EASY-TO-COMPLY LICENSE
I make my libraries public domain. You don't have to.
But my goal in releasing stb-style libraries is to
reduce friction for potential users as much as
possible. That means:
a. easy to build (what this file is mostly about)
b. easy to invoke (which requires good API design)
c. easy to deploy (which is about licensing)
I choose to place all my libraries in the public
domain, abjuring copyright, rather than license
the libraries. This has some benefits and some
drawbacks.
Any license which is "viral" to modifications
causes worries for lawyers, even if their programmers
aren't modifying it.
Any license which requires crediting in documentation
adds friction which can add up. Valve used to have
a page with a list of all of these on their web site,
and it was insane, and obviously nobody ever looked
at it so why would you care whether your credit appeared
there?
Permissive licenses like zlib and BSD license are
perfectly reasonable, but they are very wordy and
have only two benefits over public domain: legally-mandated
attribution and liability-control. I do not believe these
are worth the excessive verbosity and user-unfriendliness
these licenses induce, especially in the single-file
case where those licenses tend to be at the top of
the file, the first thing you see. (To the specific
points, I have had no trouble receiving attribution
for my libraries; liability in the face of no explicit
disclaimer of liability is an open question.)
However, public domain has frictions of its own, because
public domain declarations aren't necessary recognized
in the USA and some other locations. For that reason,
I recommend a declaration along these lines:
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
I typically place this declaration at the end of the initial
comment block of the file and just say 'public domain'
at the top.
I have had people say they couldn't use one of my
libraries because it was only "public domain" and didn't
have the additional fallback clause, who asked if
I could dual-license it under a traditional license.
My answer: they can create a derivative work by
modifying one character, and then license that however
they like. (Indeed, *adding* the zlib or BSD license
would be such a modification!) Unfortunately, their
lawyers reportedly didn't like that answer. :(

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# An interview with STB about stb_voxel_render.h
**Q:**
I suppose you really like Minecraft?
**A:**
Not really. I mean, I do own it and play it some, and
I do watch YouTube videos of other people playing it
once in a while, but I'm not saying it's that great.
But I do love voxels. I've been playing with voxel rendering
since the mid-late 90's when we were still doing software
rendering and thinking maybe polygons weren't the answer.
Once GPUs came along that kind of died off, at least until
Minecraft brought it back to attention.
**Q:**
Do you expect people will make a lot of Minecraft clones
with this?
**A:**
I hope not!
For one thing, it's a terrible idea for the
developer. Remember before Minecraft was on the Xbox 360,
there were a ton of "indie" clones (some maybe making
decent money even), but then the real Minecraft came out
and just crushed them (as far as I know). It's just not
something you really want to compete with.
The reason I made this library is because I'd like
to see more games with Minecraft's *art style*, not
necessary its *gameplay*.
I can understand the urge to clone the gameplay. When
you have a world made of voxels/blocks, there are a
few things that become incredibly easy to do that would
otherwise be very hard (at least for an indie) to do in 3D.
One thing is that procedural generation becomes much easier.
Another is that destructible environments are easy. Another
is that you have a world where your average user can build
stuff that they find satisfactory.
Minecraft is at a sort of local maximum, a sweet spot, where
it leverages all of those easy-to-dos. And so I'm sure it's
hard to look at the space of 'games using voxels' and move
away from that local maximum, to give up some of that.
But I think that's what people should do.
**Q:**
So what else can people do with stb_voxel_render?
**A:**
All of those benefits I mentioned above are still valid even
if you stay away from the sweet spot. You can make a 3D roguelike
without player-creation/destruction that uses procedural generation.
You could make a shooter with pre-designed maps but destructible
environments.
And I'm sure there are other possible benefits to using voxels/blocks.
Hopefully this will make it easier for people to explore the space.
The library has a pretty wide range of features to allow
people to come up with some distinctive looks. For example,
the art style of Continue?9876543210 was one of the inspirations
for trying to make the multitexturing capabilities flexible.
I'm terrible at art, so this isn't really something I can
come up with myself, but I tried to put in flexible
technology that could be used multiple ways.
One thing I did intentionally was try to make it possible to
make nicer looking ground terrain, using the half-height
slopes and "weird slopes". There are Minecraft mods with
drivable cars and they just go up these blocky slopes and,
like, what? So I wanted you to be able to make smoother
terrain, either just for the look, or for vehicles etc.
Also, you can spatially cross-fade between two ground textures for
that classic bad dirt/grass transition that has shipped
in plenty of professional games. Of course, you could
just use a separate non-voxel ground renderer for all of
this. But this way, you can seamlessly integrate everything
else with it. E.g. in your authoring tool (or procedural
generation) you can make smooth ground and then cut a
sharp-edged hole in it for a building's basement or whatever.
Another thing you can do is work at a very different scale.
In Minecraft, a person is just under 2 blocks tall. In
Ace of Spades, a person is just under 3 blocks tall. Why
not 4 or 6? Well, partly because you just need a lot more
voxels; if a meter is 2 voxels in Mineraft and 4 voxels in
your game, and you draw the same number of voxels due to
hardware limits, then your game has half the view distance
of Minecraft. Since stb_voxel_render is designed to keep
the meshes small and render efficiently, you can push the
view distance out further than Minecraft--or use a similar
view distance and a higher voxel resolution. You could also
stop making infinite worlds and work at entirely different
scales; where Minecraft is 1 voxel per meter, you could
have 20 voxels per meter and make a small arena that's
50 meters wide and 5 meters tall.
Back when the voxel game Voxatron was announced, the weekend
after the trailer came out I wrote my own little GPU-accelerated
version of the engine and thought that was pretty cool. I've
been tempted many times to extract that and release it
as a library, but
I don't want to steal Voxatron's thunder so I've avoided
it. You could use this engine to do the same kind of thing,
although it won't be as efficient as an engine dedicated to
that style of thing would be.
**Q:**
What one thing would you really like to see somebody do?
**A:**
Before Unity, 3D has seemed deeply problematic in the indie
space. Software like GameMaker has tried to support 3D but
it seems like little of note has been done with it.
Minecraft has shown that people can build worlds with the
Minecraft toolset far more easily than we've ever seen from those
other tools. Obviously people have done great things with
Unity, but those people are much closer to professional
developers; typically they still need real 3D modelling
and all of that stuff.
So what I'd really like to see is someone build some kind
of voxel-game-construction-set. Start with stb_voxel_render,
maybe expose all the flexibility of stb_voxel_render (so
people can do different things). Thrown in lua or something
else for scripting, make some kind of editor that feels
at least as good as Minecraft and Infinifactory, and see
where that gets you.
**Q:**
Why'd you make this library?
**A:**
Mainly as a way of releasing this technology I've been working
on since 2011 and seemed unlikely to ever ship myself. In 2011
I was playing the voxel shooter Ace of Spades. One of the maps
that we played on was a partial port of Broville (which is the
first Minecraft map in stb_voxel_render release trailer). I'd
made a bunch of procedural level generators for the game, and
I started trying to make a city generator inspired by Broville.
But I realized it would be a lot of work, and of very little
value (most of my maps didn't get much play because people
preferred to play on maps where they could charge straight
at the enemies and shoot them as fast as possible). So I
wrote my own voxel engine and started working on a procedural
city game. But I got bogged down after I finally got the road
generator working and never got anywhere with building
generation or gameplay.
stb_voxel_render is actually a complete rewrite from scratch,
but it's based a lot on what I learned from that previous work.
**Q:**
About the release video... how long did that take to edit?
**A:**
About seven or eight hours. I had the first version done in
maybe six or seven hours, but then I realized I'd left out
one clip, and when I went back to add it I also gussied up
a couple other moments in the video. But there was something
basically identical to it that was done in around six.
**Q:**
Ok, that's it. Thanks, me.
**A:**
Thanks *me!*

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My collected rationales for placing these libraries
in the public domain:
1. Public domain vs. viral licenses
Why is this library public domain?
Because more people will use it. Because it's not viral, people are
not obligated to give back, so you could argue that it hurts the
development of it, and then because it doesn't develop as well it's
not as good, and then because it's not as good, in the long run
maybe fewer people will use it. I have total respect for that
opinion, but I just don't believe it myself for most software.
2. Public domain vs. attribution-required licenses
The primary difference between public domain and, say, a Creative Commons
commercial / non-share-alike / attribution license is solely the
requirement for attribution. (Similarly the BSD license and such.)
While I would *appreciate* acknowledgement and attribution, I believe
that it is foolish to place a legal encumberment (i.e. a license) on
the software *solely* to get attribution.
In other words, I'm arguing that PD is superior to the BSD license and
the Creative Commons 'Attribution' license. If the license offers
anything besides attribution -- as does, e.g., CC NonCommercial-ShareAlike,
or the GPL -- that's a separate discussion.
3. Other aspects of BSD-style licenses besides attribution
Permissive licenses like zlib and BSD license are perfectly reasonable
in their requirements, but they are very wordy and
have only two benefits over public domain: legally-mandated
attribution and liability-control. I do not believe these
are worth the excessive verbosity and user-unfriendliness
these licenses induce, especially in the single-file
case where those licenses tend to be at the top of
the file, the first thing you see.
To the specific points, I have had no trouble receiving
attribution for my libraries; liability in the face of
no explicit disclaimer of liability is an open question,
but one I have a lot of difficulty imagining there being
any actual doubt about in court. Sometimes I explicitly
note in my libraries that I make no guarantees about them
being fit for purpose, but it's pretty absurd to do this;
as a whole, it comes across as "here is a library to decode
vorbis audio files, but it may not actually work and if
you have problems it's not my fault, but also please
report bugs so I can fix them"--so dumb!
4. full discussion from stb_howto.txt on what YOU should do for YOUR libs
```
EASY-TO-COMPLY LICENSE
I make my libraries public domain. You don't have to.
But my goal in releasing stb-style libraries is to
reduce friction for potential users as much as
possible. That means:
a. easy to build (what this file is mostly about)
b. easy to invoke (which requires good API design)
c. easy to deploy (which is about licensing)
I choose to place all my libraries in the public
domain, abjuring copyright, rather than license
the libraries. This has some benefits and some
drawbacks.
Any license which is "viral" to modifications
causes worries for lawyers, even if their programmers
aren't modifying it.
Any license which requires crediting in documentation
adds friction which can add up. Valve has a huge list
(http://nothings.org/remote/ThirdPartyLegalNotices_steam_2019.html)
of all of these included in each game they ship,
and it's insane, and obviously nobody ever looks
at it so why would you care whether your credit
appeared there?
Permissive licenses like zlib and BSD license are
perfectly reasonable, but they are very wordy and
have only two benefits over public domain: legally-mandated
attribution and liability-control. I do not believe these
are worth the excessive verbosity and user-unfriendliness
these licenses induce, especially in the single-file
case where those licenses tend to be at the top of
the file, the first thing you see. (To the specific
points, I have had no trouble receiving attribution
for my libraries; liability in the face of no explicit
disclaimer of liability is an open question.)
However, public domain has frictions of its own, because
public domain declarations aren't necessary recognized
in the USA and some other locations. For that reason,
I recommend a declaration along these lines:
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
I typically place this declaration at the end of the initial
comment block of the file and just say 'public domain'
at the top.
I have had people say they couldn't use one of my
libraries because it was only "public domain" and didn't
have the additional fallback clause, who asked if
I could dual-license it under a traditional license.
My answer: they can create a derivative work by
modifying one character, and then license that however
they like. (Indeed, *adding* the zlib or BSD license
would be such a modification!) Unfortunately, their
lawyers reportedly didn't like that answer. :(
```