Domain: gaffer.org
Stories and comments across the archive that link to gaffer.org.
Comments · 5
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Re:SDL is overrated
Well, what you say is true, but SDL is supposed to be a low level API.
I wouldn't call it a low-level API, just that it has tight focus on what it's supposed to do. As such, it doesn't need to be messy; that's just poor design.
For a dead-simple graphics API, check out TinyPTC, which is unfortunately Windows-only. But the design is absolutely beautiful. -
TinyPTC
What about tinyptc?
It offers three basic functions, open() close() and update(), which is all you acually need, and it's very simple.
Homepage. -
Re:my experiences with java gaming
The image loading problem you had with java could be solved by making a preload system to your applet. This is fairly common practise..
As for GDI - GDI was never designed for game use. You're much better off using SDL, PTC (or TinyPTC) - or take a plunge and learn DirectX. Or heck, you could learn OpenGL and be real multiplatform open-source guru whom everyone loves around here. -
Re:my experiences with java gaming
The image loading problem you had with java could be solved by making a preload system to your applet. This is fairly common practise..
As for GDI - GDI was never designed for game use. You're much better off using SDL, PTC (or TinyPTC) - or take a plunge and learn DirectX. Or heck, you could learn OpenGL and be real multiplatform open-source guru whom everyone loves around here. -
My project..
Well, my project is using OpenGL and OpenAL as the 3D library and audio library, respectively. For a 2D library, OpenPTC is always nice, but you can also try faking some 2D under OpenGL. That is the first step on getting your software cross-platform.
Input is not as problematic as you'd think and is relitively easy to port across platforms. Especially for joystick, mouse, and keys.
Right now I'm using GLUT to handle input and windowing for the actual game executable and wxWindows for the other tools. I'm tempted to switch entirely over to wxWindows, although it doesn't have an up-to-date Mac port. The problem with GLUT is that it isn't fast and isn't powerful, but it's great for getting things up and running quickly.
But as long as you just have to rewrite the program that popps up a window and sets up the OpenGL/OpenAL contexts, it's not as big as starting in DirectX and porting to GL. Just carefully architect the basic framework and there won't be any problems.
Also note that Mozilla's C++ Portability guide may prove to be useful. The goal is to think about portability from the beginning.