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DX or GL

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I was just wondering, what is the betetr library, all things considered: Directx or OpenGL? <(o)>

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They are both equally good API''s, use which ever one you like best.

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before you get too far, remember portability and availability. does everyone have an OGL video card? will i want to ever port this game to a console system?

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What are you planning on doing.
Learning?
Long-term 3D project?
Just want something on the screen to muck about with?


ZoomBoy
A 2D RPG with skills, weapons, and adventure.
See my character editor, Tile editor and diary at
Check out my web-site

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I am working on a project that will probably end up being fairly long. It will be 3D.

OpenGL is only graphics right? It doesn't do sound or input or anything right? Is it possible to use opengl just for graphics and directx for the rest, or is that a bad idea?

Thank you for your input...

<(o)>

Edited by - aDasTRa on 4/12/00 11:37:05 PM

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Q3A use OpenGL for gfx, and DirectX for Sound and Input.
That''s not a bad idea, but you might want to check out the new OpenML API which uses OpenGL for gfx.
OpenML is a platform independent equivalent to DirectX, but will only be available next year.

Depending where you''re in your programming process (design or programming) you might want to wait a bit before choosing the API you''ll use.

I''m supporting any platform and MS independent API :o

-* Sounds, music and story makes the difference between good and great games *-

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Guest Anonymous Poster
Wow, that''s the first time I''ve heard someone insinuate DirectX was portable.

There is absolutely NOTHING portable about DirectX. It works on one platform - windows.

All video cards that are the least bit descent will have OpenGL drivers. OpenGL is portable to just about every platform except maybe the commodore 64...

quote:
Original post by Moe

before you get too far, remember portability and availability. does everyone have an OGL video card? will i want to ever port this game to a console system?


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Guest Anonymous Poster
I have worked with DirectX for a little while, but have worked with the Win API for a couple of years. I must say they are the ugliest APIs i have ever seen in my life. I do use them, but they are slow and hard to use. My suggestion is to learn OpenGL, in a few years Direct X will be either:

- A thing of the past, similar to WinG
- Ported to another OS, like a *nix, because MS will keel over (IMO) or get split up and become a lot of mini-mes. One of them will port Direct X.

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Guest Anonymous Poster
It''s always like this--some DUMB initiating pop-off prog''r comes on and decides he wants to learn to make Quake III and asks a DUMB, GAY question like: "Which is better--DX or GL?" or "What''s a struct for tiles?"

Douchebags!!! Rascals!! Go get a life, and get serious...

Wad-wastes!

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anyway, speaking about DX and GL, does anyone know a good book that teaches GL? I know DX already and want to expand my horizons.

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Whoa, while I don't have any opinion on the subject, I just want to tell Mr. Anynomous to calm down. When the guy (or girl ) made the original post, he wanted an answer, not to be brought down. Also notice that the ranking below his or her name doesn't reflect the skill level of the poster.
And finaly, there are no stupid questions, just stupid people (not meaning to offend anyone)

Thats all I have to say, except I think OGL is easier.

Edited by - Blah! on 4/15/00 7:47:10 PM

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I don''t have any opinion on the subject either.

BTW, openGL is by far the better option. Basically, Direct3D, although a perfectly good API for realtime 3D graphics rendering, suffers from the unfortunate problem of being a pile of steaming poo.

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Guest Anonymous Poster
okay, instead of bringing down the person (i''m not the anonymous poster), let''s bring down the API then:

direct3d is crap, and it''s dumb. what a buncha douchebags, and rascals at that sorry excuse for a software company! they should get a life.

open gl kicks ass, so use it. for everyone that asks whether or not to use direct 3d or opengl, then use opengl for progress, and d3d for pain. nuff said.


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oh, that last one was me. dammit, i hate it when i do that.

a2k

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Hands down, Open Graphics Library (Open GL) is the definite choice.

Comparing the two anyway:
-DirectX is only good for input/networking (All the Direct*''s) and I think it is portable by the user from Windows to Linux. Not sure on that one.

-Open GL is THE best for graphics. Every GOOD 3D card today has support for Open GL. And, well, if it doesn''t, then it just sucks. Anyway, GL is portable, easy compared to DirectX, it''s fast, smooth, and it looks great too

The best is really up to you though. But GL is just awesome. Sadly, DirectX is made by Microsoft, AHHHH!!!!! I''m fed up with Windows too!!!


-ZeN

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Anon - I assume you were born with the knowledge of the differences between openGL and DirectX.
Here''s my view:
For 2d and windows only, I suggest DirectX. OpenGL is not known for 2d.
For 3d I suggest OpenGL. It is possible to combine the non-graphics parts of the languages (DirectInput / OpenGL). The reasons being:
-There are many more resources on OpenGL then Direct3d.
-Direct3d is still going through many changes. The latest apparently is integrating DDraw and D3D. This will make your code and knowledge outdated.

There are both stupid people and stupid questions.

Mike

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God my colors suck....Hehe..I''ll stop with the weird colors.

-ZeN

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Hmmm, I have to disagree with OGL being better than DX. I would have said that about eight months ago, before I got the beta of 7. DX6 was okay, but still suffered from painful initialzation.

Now with the D3DX library, prototyping out a game takes about five minutes, give or take a dev cycle or two.

OGL is still superior in the area of portability, but with the Xbox comming, who is gonna want to write games for Linux anyways?

Granted, they are messing with the structure again, mixing the 2d and 3d elements for a more streamlined system, plus adding more features (voice and network code), so as a well rounded API I would have to say DX is the clear winner.

Why bother using either DSound or DPlay if you are gonna support the fact that OGL is cross platform? So you learn a little of the API to get by in windows?

That translates into --- use OGL if you don''t want to make a happy game with network and sound support from the same API, cause a bastardized version of OGL with Dsound and Dplay support is just that.

So use OGL if you are only making something in 3D for multiple platforms. Until they release the OAL and OML stuff in the works

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Guest Anonymous Poster
I wonder if the anonymous poster was thining I said DirectX is portable ???
Of course it''s not I was talking about a new initiative form SGI called OpenML which is the same thing as DirectX.
BUT OpenML is platform independant, using OpenGL for Gfx.

Good books about OpenGL are the OpenGL super bible (not read), the Red book [OpenGL Programming Guide](read) and the Blue book [OpenGL reference book](got).

I know both Direct3D and OpenGL and I''ve to say that OpenGL is thought while Direct3D is just a compilation of functions.
Each new version of Direct3D requires to change lots of code, and DirectX8 don''t even have the things OpenGL1.2 supports.
And OpenGL version change don''t require to change lots of your code. (You''ve to change almost nothing to be true)

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I wonder if the anonymous poster was thining I said DirectX is portable ???
Of course it''s not I was talking about a new initiative form SGI called OpenML which is the same thing as DirectX.
BUT OpenML is platform independant, using OpenGL for Gfx.

Good books about OpenGL are the OpenGL super bible (not read), the Red book [OpenGL Programming Guide](read) and the Blue book [OpenGL reference book](got).

I know both Direct3D and OpenGL and I''ve to say that OpenGL is thought while Direct3D is just a compilation of functions.
Each new version of Direct3D requires to change lots of code, and DirectX8 don''t even have the things OpenGL1.2 supports.
And OpenGL version change don''t require to change lots of your code. (You''ve to change almost nothing to be true)

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