• Advertisement
Sign in to follow this  

Unity *Unofficial* Alternative Game Libraries FAQ [Updated 2/03/08]

This topic is 2216 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Quote:
Original post by Rob Loach
With the new release of .NET 2.0, should there be a note that most of these libraries can be used with other alternatives like the Tao Framework?


Sure [smile] Just write up a little entry for it and I'll edit it in. I'm rather .net ignorant right now, so that's why I can't do it. I'll get around to Tao one of these days [lol].

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by socrates200X
Under the SDL section, the Getting started with SDL link seems to be broken. I suggest adding in its place a link to the GPWiki article on SDL setup (http://www.gpwiki.org/index.php/SDL:Tutorials:Setup).


Thanks for pointing that out. The problem is that cone3d is currently down, I'm not sure if it's still avaliable or just under maintance by GameDev. I'll add another entry as well.

Share this post


Link to post
Share on other sites
It's been a while since I checked this thread. I can offer some help with Irrlicht, though I'm no expert. I've been using Irrlicht for a few months and have learned a fair amount. Let me know if anyone wants me to help in any way(faq entry, whatever).

Share this post


Link to post
Share on other sites
Quote:
Original post by kburkhart84
It's been a while since I checked this thread. I can offer some help with Irrlicht, though I'm no expert. I've been using Irrlicht for a few months and have learned a fair amount. Let me know if anyone wants me to help in any way(faq entry, whatever).


Actually that'd be great. I didn't even notice that it was missing, well until I just read your post [smile]. Just the other day I saw that GLee was missing, so if anyone knows more commonly used libs around GD that are missing, please share!

Share this post


Link to post
Share on other sites
I got some SDL links that I don't think have been added yet.

http://www.meandmark.com/sdlopengl.pdf - That's a tutorial for using SDL with OpenGL

http://www.devshed.com/c/a/Multimedia/Game-Programming-using-SDL-Getting-Started/
- getting started using SDL.

http://foss.in/2006/cfp/slides/sdl_foss_presentation.pdf- A little intro to SDL

[Edited by - herocks on January 6, 2007 11:40:53 PM]

Share this post


Link to post
Share on other sites
Ok guys I got all of the broken links fixed, but if anyone else finds one that I have missed, let me know and I'll update it.

If anyone has other popular items that should be here for reference also make the suggestion. I'll comb though the Alt forums looking at posts over the past 4 or so months looking for more stuff to add!

Share this post


Link to post
Share on other sites
allegro.cc should be noted in the allegro section. It's not the official site, but it's better. It's got forums full of allegro programmers, and tons of allegro projects in their database, and a nice online manual to the api.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
What about Haaf's Game Engine?

Share this post


Link to post
Share on other sites
These are mostly all openGL based engines. Is there a summary somewhere for DirectX ones too?
Thanks.

Share this post


Link to post
Share on other sites
DirectX ones aren't excluded, but I expect they're less popular due to being platform specific. This FAQ isn't supposed to be an exhaustive list, just exactly what it says - Frequently Asked Questions.

Share this post


Link to post
Share on other sites
You should add MS XNA to your list ;) Nice little engine for windows / xbox360 games but not recommended for porting indeed :)

Share this post


Link to post
Share on other sites
How about adding some details of font rendering engines such as FTGL and SDL_ttf? I'm stuck for a font rendering library now that FTGL (http://homepages.paradise.net.nz/henryj/code/) is no longer supported.

I traditionally used Freetype2 to link to FTGL and used the combination as my font loading/rendering facility. Freetype2 has now progressed so much that it no longer compiles with FTGL and I want to avoid having to patch FTGL if I don't really have to (i.e. I find another good font lib).

I'm now planning on moving from SDL to GLFW, as such I don't want to be using SDL-related libs, so SDL-ttf is out the window.

Does anyone know of any good, OpenGL-friendly, actively-supported, open source, multi-platform and well documented font loading/rendering APIs out there?

Share this post


Link to post
Share on other sites
@sckoobs

If you don't mind switching to a C++ library set, recently released SFML uses a much newer version of Freetype. It's also under the ZLib license so you can link it statically without the legal entanglements that SDL has.

Share this post


Link to post
Share on other sites
A minor note: GLUT is also avaliable for the Haskell language. Probably largely unimportant though as those who would be interested would most likely already know about it.

Share this post


Link to post
Share on other sites
I sent a tutorial on SDL about a month ago to Drew. It was my Technical report for an English class. I'm finishing Part II of it. Once it is done, since it's an SDL tutorial from setting up SDL to it's extensive third party libraries of SDL_image, SDL_ttf, SL_mixer, SDL_gfx, etc... Can I have it posted here as well?

I'll be done with it "in a perfect world" May 6, end of June by the latest for sure. I'm making Pong, Breakout, Tetris, Mario Clone entitled "Oiram", and Orbox which will be the 5 games that makes up Part II of making games using the SDL library.

Could I simply have it posted on this FAQ as well? Drew gave me approval that after my completion of Part II, and reformatting it that it will be an articles hosted on here, which was already sweet, but an add on an FAQ would be sweet as well!

Share this post


Link to post
Share on other sites
iPhone is missing under allegro list!
[quote]Allegro 5.0 supports the following platforms: [list][*]Unix/Linux[*]Windows (MSVC, MinGW)[*]MacOS X[*]iPhone[/quote]As in [url="http://alleg.sourceforge.net/readme.html"]here[/url][/list]

Share this post


Link to post
Share on other sites

This topic is 2216 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By Chamferbox
      Chamferbox, a mini game asset store has just opened with some nice game assets, 
      Here you can find a free greek statue asset 

      Also check their dragon, zombie dragon and scorpion monster out:



      They're running the Grand Opening Sale, it's 30% off for all items, but for gamedev member, you can use this coupon code:
      GRANDOPEN
      to get 50% off prices What are you waiting for, go to
      http://chamferbox.com
      and get those models now!

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
    • By DevdogUnity

      Ho ho ho
      Tis the season of Christmas surprises, and we have a awesome one for you! 🎅  
      Sponsored by all your favorite Unity Asset Store developers, Nordic Game Jam, Pocket Gamer Connects, and co-hosted by Game Analytics, we (Joris and I – Devdog) are launching the second edition of our yearly Christmas Giveaway Calendar for all Unity game developers!
      You can already now sign up right here.
       
      So what’s this all about?
      For the past weeks, we’ve been collecting sponsored gifts related to Unity (asset vouchers, product keys, conference tickets etc.), and throughout each day of December leading up to Christmas Day on the 25th, we will be sending out these sponsored gifts as early gamedev Christmas presents via e-mail to hundreds of lucky winners.
      The total prize pool is at $35,000, with over 1200 presents donated by the awesome sponsors!
       
      Merry Christmas from Devdog, Game Analytics, and every single one of the sponsors.

      View full story
    • By sveta_itseez3D
      itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
      “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
      Key features of the Avatar SDK for Unity:
      Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
      Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
      Head models support runtime blendshape facial animations (45 different expressions)
      Generated 3D heads include eyes, mouth, and teeth
      Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
      Six predefined hairstyles with hair-recoloring feature (many more available on request)
      Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
      Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
      Well-documented samples showcasing the functionality.
       
      Availability
      The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
      ###
      About itSeez3D
      At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.

      View full story
    • By khawk
      Unity has posted the Unity Austin 2017 playlist on YouTube. From their tweet:
      View the full playlist at https://www.youtube.com/playlist?list=PLX2vGYjWbI0TI_C4qouDw7MSSTFhKJ6uS or below:
      .

      View full story
  • Advertisement