Is There Life Beyond DirectX?
Zangief asks: "Almost any gamer has, at some point, the idea of making their own game. I am no exception, so I've been playing around with SDL, which appears to be the logical decision over the craziness of DirectX. However I have also noticed that other alternatives, such as ClanLib. There is something else? Are there any other libraries, dev-kits, or tools that would be good for indie developers?"
check out http://crystal.sf.net its good library to start you on the road of game programming in 3D
AZTEK
Allegro Homepage
Comment forecast: Bits of genius surrounded by a sea of mediocrity.
Here is the mother lode: http://www.flipcode.net/
Really it depends on what sort of game you plan to be developing. If you are going to try out life as a small independant designer, you might want to try out some Flash stuff. I'm serious. Some people crank out a bunch of shareware Flash games. They're fun and easy to distro.
If you are looking at bigger projects, or trying to learn the coding side to things, you can pick apart one of the game engines in the above site. If you want to learn the real technique behind graphics, then you need to learn DirectX or OpenGL. That is where the real stuff gets done at the moment.
GG
As the sourceforge site says:
Check out Programming Linux Games, by a Loki developer by the name of John Hall.
It goes over SDL in depth, and shows how to integrate OpenGL into it as well. As well, it touches on some other APIs of note, such as SVGALib, GGI, ClanLib, OpenGL, Plib, Glide, Xlib (for video), GTK+, TK, Fltk, Qt, and SDL_gui (for menu widgets), OSS, ALSA, ESD, and OpenAL (for audio), and cl, Guile, and Scheme (for scripting).
No comment.
If you're looking for something better than Direct3D, you should check out the Q engine by Qube Software.
:)
Q 3D Engine
(FREE DOWNLOAD for Windows & Linux)
You may be interested to note that this is produced by some of the same engineers who produced Direct3D. Can't be that bad then eh?
PS I once worked for Qube, so I'm probably biased.
Not well supported. Doesn't work on MacOS, PS2, or GameCube. That's millions more machines. Because it's proprietary, it's unlikely to ever be supported on those playforms.
Apples to oranges. That's like saying, "OpenOffice not only handles word processing, but spreadsheets and presentation graphics as well. It's just not something you get from Microsoft Word."
DirectX is just a big label covering a number of different technologies (DirectSound, DirectDraw, Direct3D, DirectInput, DirectPlay, and other). The ties between them are minimal. OpenGL's match is Direct3D. If you want a similar package that provides a wide variety of support, look to toolkits like the SDL.
DirectX on the whole has largely stabilized. This is actually good, it means that developers can spend less time worrying about the API of the week a focus on writing games. The only part that is in heavy flux is Direct3D. Direct3D's more open counterpart, OpenGL, is also in heavy flux and manages to keep apace of Direct3D's new functionality.
Ultimately, the big problem is that DirectX is proprietary. If you want move to another system (like the growing Mac market) your use of DirectX becomes a burden to rewrite.
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