Answer to 3.
There are two ways to look at this question,
Linux is virtually one big development studio.
Most coders open a few XTerms with pico or emacs (for
the obscenely geeky) with one more XTerm to type ''make''
over and over in.
If you want something similar to MSDev then try
CodeCommander, aka Latte, aka Glimmer.
This program has under gone a ton of name changes so I don''t
know for sure what it is called today.
You can check on www.freshmeat.net and do a search
for ''glimmer'' (it''s latest name).
Quality of input + graphics under linux
Re: Shelrem
I believe cmdkeen was trying to port a graphics engine,
not a game? In which case I wouldn''t recommend SDL
otherwise you''d be making a engine ontop of an engine.
But SDL is a good start if you want to write a game
for Linux to get yer feet wet.
Also since speed and low-levelness is an issue, you
might want to stick to Xlib and glX for this one.
I believe cmdkeen was trying to port a graphics engine,
not a game? In which case I wouldn''t recommend SDL
otherwise you''d be making a engine ontop of an engine.
But SDL is a good start if you want to write a game
for Linux to get yer feet wet.
Also since speed and low-levelness is an issue, you
might want to stick to Xlib and glX for this one.
There''s been a lot of mention about SDL''s and toolkits,
but that might not be the best approach for porting
an engine.
Because if you write an engine that is depending on
a toolkit or another engine, that will basically produce
an extra level of redundancy.
QT is a widget set, geared more towards office
applications rather than games. I definatly don''t recommend
any widget set used for a game or game engine.
SDL is a good start to learn how to code a game under Linux
but once you get ready to port your game engine, I strongly
suggest using direct Xlib instead of any higher level
languages. You''ll want this to be as low-level as you can
get.
but that might not be the best approach for porting
an engine.
Because if you write an engine that is depending on
a toolkit or another engine, that will basically produce
an extra level of redundancy.
QT is a widget set, geared more towards office
applications rather than games. I definatly don''t recommend
any widget set used for a game or game engine.
SDL is a good start to learn how to code a game under Linux
but once you get ready to port your game engine, I strongly
suggest using direct Xlib instead of any higher level
languages. You''ll want this to be as low-level as you can
get.
Nobody recommended the use of Qt or KDE for your game, just as base for a development IDE.
I really have to disagree about the SDL thing. First of all, Xlib''s a bitch, and trying to learn it is damn hard. Second, using SDL just makes everything so much easier to port. You don''t have to write the low-level part of your game twice or even more times.
SDL also runs on more than just Xlib. Though I don''t know how well it works, it''s intended to run with fbs, SVGALib, GGI, and some more as well. You won''t want to care about low-level support for all of these APIs.
And SDL really isn''t slow. Sure, there''s some overhead included, but if you take care of clipping etc... yourself it''s more or less reduced to one or two pointer dereferencings.
cu,
Prefect
---
Sanity is the trademark of a weak mind.
I really have to disagree about the SDL thing. First of all, Xlib''s a bitch, and trying to learn it is damn hard. Second, using SDL just makes everything so much easier to port. You don''t have to write the low-level part of your game twice or even more times.
SDL also runs on more than just Xlib. Though I don''t know how well it works, it''s intended to run with fbs, SVGALib, GGI, and some more as well. You won''t want to care about low-level support for all of these APIs.
And SDL really isn''t slow. Sure, there''s some overhead included, but if you take care of clipping etc... yourself it''s more or less reduced to one or two pointer dereferencings.
cu,
Prefect
---
Sanity is the trademark of a weak mind.
Sorry, I misread the referance to QT, since it being
a widget set I got the signal that you wanted to use
that as a basis for the graphics engine.
I really don''t see QT being used as a program to be an
integrated development suite so I presumed it was being
used as part of the program.
As for Xlib vs SDL, I strongly recommend X11 over SDL
over most low-level situations. The original poster
wanted to port a graphics engine. Again if you used SDL
your going to end up with a engine ontop of an engine.
Xlib is a more older and proven technology, it''s also
more documented compared to SDL. Also, SDL limits
the use of UNIX specific features. But that wouldn''t
matter much to a graphics engine. Again you want to
port a graphics engine, not write a game.
a widget set I got the signal that you wanted to use
that as a basis for the graphics engine.
I really don''t see QT being used as a program to be an
integrated development suite so I presumed it was being
used as part of the program.
As for Xlib vs SDL, I strongly recommend X11 over SDL
over most low-level situations. The original poster
wanted to port a graphics engine. Again if you used SDL
your going to end up with a engine ontop of an engine.
Xlib is a more older and proven technology, it''s also
more documented compared to SDL. Also, SDL limits
the use of UNIX specific features. But that wouldn''t
matter much to a graphics engine. Again you want to
port a graphics engine, not write a game.
This topic is closed to new replies.
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