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SFML 2.0 vs SDL 1.3

Name: Anonymous 2011-11-21 0:01

Both are undergoing development
Both support hardware accelerated 2D out of the box
Both are licensed under the zlib license -- that's right, you are now free to statically link SDL to your programs

SFML is mostly supported by one developer, a much smaller team than the one behind SDL
SFML is only aimed at Windows/Linux/OSX for the moment, while SDL supports a much wider range of platforms
SFML 2.0 is pretty unstable at the moment, with the lead developer stating that he's prepared to completely break parts of the API prior to the 2.0 release
SDL 1.3 is probably pretty unstable as well
SFML has a much more friendly API than SDL, in my experience, although this is limited to usage of 1.2

Given my limited knowledge of SDL 1.3, I'm not sure which is the better library to side with. I originally jumped ship from SDL to SFML because of its friendlier API and hardware accelerated 2D graphics, but if SDL 1.3 is going to feature similar hardware acceleration along with a brisker, more reliable pace of development, my inclined to side with it. Can /prog/ convince me to pick a camp?

Name: Anonymous 2011-11-22 8:52

>>77
GLSL is not based on C++. Fucking troll.

It's based on C! C99 to be specific, with extensions for vector processing/SIMD.

Man, you don't know shit.

And you don't need graduate level math in order to understand OpenGL. All you need is a basic understanding of geometry, trigonometry, and linear algebra. Linear algebra is so simple that you can teach it to kids in junior high school or perhaps earlier. Fuck, I taught it myself when I was 13 learning to do VGA demo coding in DOS with Pascal, C, and x86 assembly back in the early 90s. Are you admitting that you're more stupid than a kid who is just hitting puberty?

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