sup guys I just found this board.
Im new to c++, but have picked it up pretty quickly.
I am wanting to make a game and want some advise on what best library to use for graphics is.
I looked at SLD and it looks pretty sweet. Multiplatform too.
Anyone else got any suggestions?
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OP2010-01-31 3:04
fuck thats sposed to be SLD, but im sure you all knew that :)
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OP2010-01-31 3:04
omg SDL......
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Anonymous2010-01-31 3:23
>c++, but have picked it up pretty quickly
it takes years to have any expertise in this language.
>>4 it takes years to have any idea how to use this language.
fixed
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Anonymous2010-01-31 6:44
If you're using C++, use SFML, the default drawing operations are OpenGL accelerated, it's object oriented and actually being developed. http://www.sfml-dev.org
don't use SDL, version 1.3 has been annouced for years and nothing came except SFML
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Anonymous2010-01-31 17:48
Don't fuck with SDL. It seems nice, but you will soon realise just how horrible blitting is. The cost to perform it on modern hardware makes it hard to do anything past Tetris and still manage a decent framerate.
I would try DirectX. It has all the components you need to start making a game, and has some nice wrappers to simplify things (DXUT). You can also use OpenGL for graphics and use another library for audio/input, if you are running on Linux or Mac.
>>11
That's not true. It's good for its intended purpose: Learning and exposing a variable level of API low-levelness. You could use it for input and do raw OpenGL if you want.
That said, yes, it is shit for nontrivial projects. If you don't actually intend on making anything out of your experiments, it's good. If you only want to learn one thing at a time and use SDL to ease you into it, it's good.
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Anonymous2010-02-01 4:00
SFML is fun but it's really only good for Sepples, because it's writtien in Sepples and everyone knows how hi-quality Sepples' ABI is.
>>11
Hey guys, I'm a programming noob and I want to create this game in order to gain experience in programming? Should I learn this system that is fine for my particular game or should I go with the TURKEY QUALITY [b]ENTERPRISE FORWARD PARADIGMN SOLUTION that'll take 3 times as much effort to learn and get results.
>>16
SDL works. It is simple, in fact this's written in the name itself: Simple DirectMedia Layer. This makes it perfect for the wannabe programmer. Forget the fact that it's probably less efficient than other systems, it's unlikely that a newbie would never reach the point when you see any significant SDL related bottleneck. If the newbie does reach that point, they should first study a bit about resource accounting. At that point, the newbie is finally ready to move onto more capable (and more complex) such as DirectX.
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Anonymous2010-02-01 20:14
>>18
Question. Why do all these hardware abstraction libraries let you manage your own run loop? Why do you pop events from a queue and loop yourself instead of just getting event callbacks? I understand people want to do this themselves, but it seems like a hindrance to port to certain platforms. For example the iPhone port of SDL is made up of huge longjmp hacks, because core foundation is supposed to manage your app's run loop. Similarly it's pretty much impossible to port to Android, because the run loop needs to be implemented in Java. Why the fuck can't we just implement event callbacks and let the library handle the run loop?