Portable graphics programming?

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9 comments, last by vinnyvicious 10 years, 1 month ago

Hello,
Copied from a post of mine in the Multiplayer forum
This is my impoverished map of the world right now:
1) C++ + SDL 2.0 + OpenGL ES 2.0 compliant -> Native application (Windows/OSX/iOS/Android/Linux)
2) C++ + SDL 2.0 + OpenGL ES 2.0 compliant -> LLVM -> Emscripten -> Browser (Chrome and Firefox + others)
This allows for you to make a C++ framework where you have different renderers (minimal variations of OpenGL commands) and that would cover almost the whole market with no plug-in install required.
Since you mentioned platformers and sprite based games, those can be emulated with calling different quad rendering commands in OpenGL. Of course if you prefer going old school you could simply generate the pixels yourself, then copy them to the graphics buffer via a texture.
spinningcube

While i agree with you that this is a pretty standard way of portability for modern games, i'm looking to design a versatile and simplistic architecture. I'm trying to write a very simple game engine, written in C, capable of small 2D platformers, RPGs and so on. The biggest objective is making the engine highly portable across different devkits. Currently, the DC, PS1, N64 and GBA. All of them, C89-compatible and easy to render whole bitmaps to the screen... but not so easy to load and handle separate assets. That's why my questions is about rendering to the whole screen at once.

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