SDL and why I don't like it,
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Posted 22 July 2005 - 12:27 PM
it wins anyday.
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Posted 27 July 2005 - 03:15 AM
Posted 09 August 2005 - 12:07 AM
Original post by TravisWells
An "all in one" version of SDL would be at least 5 times the size, and wouldn't help me at all for this kind of game.
Um... No it wouldn't. libSDL_ttf = 50k, libSDL_image = 80k, libSDL_gfx = 70k, libSDL_net = 12k.
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Posted 10 August 2005 - 10:17 AM
2) Allegro has some outdated techniques (RLE sprites? palette? Flic?).
If I am not mistaken, Allegro's polygon drawing is software rendered(!!!) so superslow compared to graphic card (hardware) rendering.
3) I dont plan to use lines/splines/circles etc in my game, but if i will then i can use sdl_gfx.
4) I want GUI in my game, but Allegro's built in GUI that is just the most aweful ugly lamest thing.
The *only* thing that Allegro got for it is that it is more noob-friendly (just unzip and you get all the features + tutorials and examples of how to use them). If you are a 14 year old trying to make your first pacman clone then maybe allegro is the place to start (thats where i got my allegro knowledge :) ).
I started my game (noname yet)a week ago and so far im happy with my choice to start from SDL. Without problems I got openGL quads for tiles and sprites and keyboard handling (and im a complete openGL noob).
I havent tried the sound/music/fonts/gui/joystick/network yet, so maybe ill be anti SDL in a few weeks...
[Edited by - Iftah on August 10, 2005 4:17:06 PM]
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Posted 18 February 2006 - 06:17 PM
I guess if I was going to do a sprite game or something like that I could go for SDL, though. I don't agree that it's as bad as the OP described. I know I learned SDL easily and I trust SDL_gfx would be easy enough to learn. I even learned the SDL_net stuff once... before I even knew how to use sockets. heh.
I do think GLFW is underrated though. It is very comfortable to use and the documentation is sexcellent.
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Posted 18 February 2006 - 08:50 PM
SDL does what it sets out to do very well. That is, create an abstraction layer so that graphics, sound, and input can be accessed the same way on all platforms.
Graphics primitives should be implemented on top of this, by a separate library.