OpenGL supporting libs

Started by
14 comments, last by Chris_F 10 years, 1 month ago


Your choices should be absolutely fine. (I am assuming you'll be using SDL2 for SDL. While SDL 1.x is fine today, I have no idea how well it would be supported by the end of your project)

Yes, I am talking about SDL2... :)

Thanks everyone for the advices!! I will keep my toolbox as a 'SDL2 + OPENGL + GLM + GLEW' and lets see if I can do my job with only this tools...

Thanks a lot

KrinosX

Advertisement

There is no reason not to use GLM, it's very good and it is made to go with OpenGL.


One good reason not to use GLM is that Eigen is much more versatile and suitable for more than simple graphics calculations :)

GLM doesn't have any of the advanced features that Eigen has and mixing different math libraries is messy as hell.

There is no reason not to use GLM, it's very good and it is made to go with OpenGL.

I've had no issues with GLFW3. In fact it is my favorite window and context creation library because it is very light weight and does exactly one thing, unlike a lot of the other libraries which try to do everything.

I've had better luck with the FreeImage library, but I would recommend you use it for creating your asset tools. For your actual texture assets you are probably going to be wanting to store things like mipmaps and compressed texture data, so you are better off using a custom texture file format and leaving FreeImage out of your game engine.

Same goes with Assimp. There is no reason to be loading your game models in your game engine from a format like Collada or any other format that requires parsing. Your game engine should be using a custom format that is ready to go.

I disagree. GLFW has MANY bugs.. I ran into enough that I just gave up on it.

And as for assimp, I use assimp in my engine because my engine supports modding and I want modders to be able to load any file type that they want. Think of an engine like Unity. If it used a special format, no one would use it because it would be to complicated to convert EVERY model to the proprietary format.

I develop to expand the universe. "Live long and code strong!" - Delta_Echo (dream.in.code)


I disagree. GLFW has MANY bugs.. I ran into enough that I just gave up on it.

I hope you reported those bugs, so that they can be fixed. I haven't ran into any thus far.


And as for assimp, I use assimp in my engine because my engine supports modding and I want modders to be able to load any file type that they want. Think of an engine like Unity. If it used a special format, no one would use it because it would be to complicated to convert EVERY model to the proprietary format.

Unity is more than a game engine, it is a game engine and a advanced editor. There is absolutely no logical reason that the engine needs to be loading models from a number of different textual file formats. Have your assimp support built into the editor, so your modders can load assets to their heats content, and have that editor convert them to a binary representation specific to your engine, that way when someone actually distributes a game it can load the assets quickly. People don't like long loading times, and that is exactly what you will get if the engine has to parse every single model from a text or XML file.


I hope you reported those bugs, so that they can be fixed. I haven't ran into any thus far.

I did report the ones I found. My fear, however, is that there are many that I HAVEN'T yet found.

I develop to expand the universe. "Live long and code strong!" - Delta_Echo (dream.in.code)


I hope you reported those bugs, so that they can be fixed. I haven't ran into any thus far.

I did report the ones I found. My fear, however, is that there are many that I HAVEN'T yet found.

With as many bugs as you are likely to encounter with OpenGL drivers, I wouldn't worry too much about them. Just report them when you encounter them, and hopefully they will be ironed out. GLFW is growing in popularity and it is becoming more streamlined.

This topic is closed to new replies.

Advertisement