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SDL vs Allegro

Name: Anonymous 2010-05-31 15:09

Discuss. Full disclosure: I know SDL, but not Allegro.

Name: Anonymous 2010-05-31 21:54

>>14
Xarn uses Allegro. Nobody on /prog/ uses SDL. What more do you need to know?
You can look at some of his code to see how clean the Allegro API is. It's really very decent.

Name: Anonymous 2010-05-31 23:39

Haskell doesn't have Allegro-bindings.

Name: Anonymous 2010-06-01 2:47

>>15-san,
What is a Xarn?

Name: Anonymous 2010-06-01 5:35

SDL has a macro called _THIS for use in function definitions so it can pretend to be ActionScript.

Name: Anonymous 2010-06-01 6:23

>>1
Having used both:

Allegro:
Great for making DOS-style games (with DJGPP!).  Lots of utility functions (but graphics functions are designed for 2D software blitting).  Probably more fun.

Maybe you can use OpenGL now, I haven't used Allegro in a long time.

SDL:
OK cross platform wrapper for OpenGL games.  Only basic very low-level sound functions (but there's SDL_mixer or some other library for that).  Under LGPL, which sucks.

Of course, for a larger project you can just write platform specific code for windowing an input, and as long as you use OpenGL porting shouldn't be too hard.

>>5
WTF are you talking about, the basic SDL API is dead simple (although Allegro is maybe the easiest C library ever).  Go look at wxWidgets or something if you want to see a real sepples API.  It's very common for C libraries to prefix function names to prevent naming conflicts (libpng, etc).  CamelCase is also common (Windows and Mac C APIs, etc).

Name: Anonymous 2010-12-21 3:55

Name: Anonymous 2011-01-31 20:46

<-- check em dubz

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