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TwistedMatrix

Allegro with OpenGL?

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I have been using Allegro alot because it is very easy to learn and use for 2D games but Im interested in jumping into 3D game development using OpenGL or Direct3D. I have read a little about both and have even dabbled into the NEHE OpenGL beginners tuts a little. In my mind the Pros and Cons consist of:
OPENGL :: PROS -> Seems easier to use than Direct3D
               -> I have heared of a library called AllegroGL
                  that would allow me to use Allegro with 
                  OpenGL (although, Im not sure how usefull this
                  would be)
               -> Documentation on OpenGL seems generally better

          CONS -> I just spent $60 on a DirectX book.
               -> cant use the other things in DirectX like 
                  DirectSound, DirectPlay, DirectInput. Or can I?
 
I guess my real question goes to anyone who has used AllegroGL. Is it easy to use? HOw practical it it to use Allegro with OpenGL? I have had lots of experience with game creator type things and scripting languages like DarkBasic and Blitz3D, but I eventually became tired of their limitations and started slowly working my way up from using DJGPP + Allegro. Now I am using Dev-CPP with minGW and MSVC++ and I am slowly learning windows programming. With that in mind, would a high level wrapper thing be good for me and make things easier by hiding the technical stuff, or do I need to have a solid understanding of windows programming before I even think about touching a API like directX or OpenGL?

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I'll be honest, I don't see how Allegro and and OpenGL can work together. In fact, I wouldnt be surprised if all that AllegraGL is, is a wrapper for OGL that makes functions similar to ones used in Allegra that wrap around the real ogl functions.

You can use DirectSound, DirectInput, hell.. anything but Direct3D really.

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[edited by - neurokaotix on March 3, 2003 3:15:09 PM]

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just elaborating on last post ... DirectX is a bunch of completely independent components that can be mixed and matched at will ... so you can use OpenGL, OpenAL, DirectInput, and WinSock if you really had a reason to want to ...

I have a 2D system in DirectDraw, some basic 3D using OpenGL, an old sound system using DirectSound, and my new sound libraries use DirectMusic and/or OpenAL (working on each till I decide on a clear winner ... would like cross platform support if the cost is low) ...

But when it comes time to support joysticks and special input devices, I don''t see ANY good method besides DirectInput .. so until that changes my end products will still be tied to Windows (actuall thats not true since my current game just uses a mouse and keyboard ... but)

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Allegro seems to have good input routines. I havent used the Joystick routines yet but I think they are pretty good. But I dont think anything would be able to rival DirectInput compatibility wise. The good thing about using allegro would be that you could port your game to most OS''.

I''m still debating If my next project sould be OpenGL or If I should continue to learn windows API stuff.

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On windows Allegro **IS** a directX wrapper. AllegroGL is still in the alpha stage and the api can change at any time so I wouldn''t recommend using it as a learning tool. You can do alot of stuff with glut so far as learning Opengl, its just not suitable for games.

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I agree that AllegrGL is an immature library and that you shouldn''t get used to it because it will change.

Try SDL. It integrates very well with OpenGL.

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