Sign in to follow this  

Unity I think I'd like to learn a new library

Recommended Posts

In this post I talk about a game graphically similar to Stick Soldiers, i.e simple 2D vector art. All my personal projects have used C++ before because that's what I knew, but since I started the last project I've done a fair bit of work in Java, C# and Flex and am happy to work in any of them. I don't want to discuss the "best" language since they're all quite capable, but I would like to ask about which have good libraries available for sound, graphics and network functionality since I don't want to write any low-level code if possible. I believe SDL is actually available for many languages but is it as stable in them as it is in C++? I could just use C++ but I fancy a change.

Share this post

Link to post
Share on other sites
I've been using SDL with Ocaml and it works exactly the same.

I've also used it with Python (through PyGame), and that was also a good experience. Unlike most SDL bindings, however, PyGame makes some major changes to the interface.

Share this post

Link to post
Share on other sites
The Tao Framework is a good bet; Tao.Sdl will allow you to leverage your existing SDL knowledge.

Then, there's OpenTK, which is a native C# library (i.e. not bindings to a C library). You'll need to get used to .Net conventions to use it efficiently, but imho it's worth it in the end (your code will be much cleaner, without the C-isms).

Both of these will involve writing OpenGL code - if you don't want that, there's Agate, which sits on top of MDX/OpenTK and focuses on 2d rendering.

Last, there's XNA. It's backed by Microsoft, which means it has good docs and many samples online. On the other hand it also means it's Windows & XBox360 only, which you may, or may not make like if you are looking into making money.

My personal preference is OpenTK (obviously biased, since I'm it's creator :) ). Take your pick!

Share this post

Link to post
Share on other sites
Actually, OpenTK is a little higher level than SDL: it supports font rendering by default and has an integrated math toolkit (as in, you can pass vectors, matrices to OpenGL functions directly). The next version will also contain dds and wav loaders, and future versions will have ogg support, so it's closer to SDL + SDL_image + SDL_audio (?). You'd also need to take .Net into account, which has quite a lot of functionality over the standard C or C++ libraries.

XNA again is higher level than OpenTK, mainly due to the "content pipeline". It also integrates this functionality into Visual Studio in the form of Game Studio Express, which is a bonus.

Regarding Agate, I think it's quite well-designed. I'm not using it myself so I can't comment on its stability/features - it's probably best to check it out by whipping up a small demo/game (pong maybe?)

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By ForgedInteractive

      Who We Are
      We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that.

      About the Game
      GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.

      Previous Work by Team
      Although we are working towards our first game as a team, our team members themselves have past experience in the industry.
      This includes members who have worked on titles including:
      Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization.

      Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer

      What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
      What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
      If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours.

      Skype: ForgedInteractive

      David and Colin

      Follow us on:

      Twitter: @ForgedInteract
    • By Eck
      I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well.
      - Eck
    • By zizulot
      first and only logo , for now
    • By sidbhati32
      I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. 
      secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again.
      Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D)
    • By NDraskovic
      Hey guys,   As the title says, I'm trying to control a desktop game by using my mobile phone as a controller.  I created two scenes, one that acts as a server, other as a client.    Server has this code: void Start () {         Test = "Nothing yet happened";         NetworkServer.Listen(25000);         NetworkServer.RegisterHandler(888, ServerReceiveMessage);     }         private void ServerReceiveMessage(NetworkMessage message)     {                 StringMessage msg = new StringMessage();         msg.value = message.ReadMessage<StringMessage>().value;         if (!String.IsNullOrEmpty(msg.value))         {             Test = "Message received";             string[] deltas = msg.value.Split('|');             Horizontal = Convert.ToSingle(deltas[0]);             Vertical = Convert.ToSingle(deltas[1]);             TestScript.MoveForward(Vertical);             TestScript.RotateAroundY(Horizontal);         }         else         {             Test = "Nothing received";         }     }  
        And client this:  private void Connect()     {              client.Connect(IPAddress, 25000);           }     void Start () {         client = new NetworkClient();         Connect();            }         void Update () {    #if UNITY_ANDROID         MobileTouches = Input.touches;         if (MobileTouches.Length > 0)         {             for (int i = 0; i < MobileTouches.Length; i++)             {                 if (MobileTouches[i].phase == TouchPhase.Moved)                 {                     Horizontal = MobileTouches[i].deltaPosition.x;                     Vertical = MobileTouches[i].deltaPosition.y;                 }else if(MobileTouches[i].phase == TouchPhase.Stationary)                 {                     Connect();                                  }             }         } #elif UNITY_EDITOR               Horizontal = Input.GetAxis("Horizontal");         Vertical = Input.GetAxis("Vertical"); #endif         thumb.Translate(Vector3.up * Vertical * Time.deltaTime);         thumb.Translate(Vector3.right * Horizontal * Time.deltaTime);         SendControllerInfo();     }     static public void SendControllerInfo()     {         if (client.isConnected)         {             StringMessage msg = new StringMessage();             msg.value = Horizontal + "|" + Vertical;             client.Send(888, msg);         }     }  
        Ip address is hard coded, I just replaced it with the "IpAddress" variable. The code itself builds fine, and when I try to run in on a desktop computer, it works as expected (just a simple movement of an object on the server screen). However when I try to publish the client scene to a mobile device (Android), it doesn't connect to the server. They are both connected to the same network. Can anyone tell me what the problem might be?   Thanks
  • Popular Now