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ajm113

Any libs that are like SDL?

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ajm113    355
Hello, it's not like I hate SDL or anything so no this isn't a hate topic. I just need something that doesn't require it's own window too work. I made a static one just for it in Win32. Ok, so I got a new static window under my current OpenGL window to display scores and show the buttons that scroll along for the player too press. So what I need is a library that supports sprites and can be used in Win32 windows like OpenGL. Is their any? I don't want too be downloading every library finding out it's missing something or can't do something properly for my game.

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ajm113    355
And leave every peace of code trying to create the window left behind? You got to be bluffing. Why would I? That would just take more time that is unneeded for a process I have already done with. Just to replace SDL code to init a video model that create a window with a line of code.

That would make the 3 file a waste of my time just too create the window and it took me a month to figure how it would work and get it going!

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Quote:
Original post by ajm113
And leave every peace of code trying to create the window left behind?


You mean for the window that you created with the win32 lib? Well, for starters, you should have learned that SDL can open it's own window for SDL and OpenGL contexts. Then you would have realized that it would have been a heck of a lot easier to use SDL than win32. Now you can realize that porting to other OS's (if you ever do) will require you to ditch all that code.

Your choice in the end though.
FlyingIsFun1217

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Simian Man    1022
Quote:
Original post by ajm113
And leave every peace of code trying to create the window left behind? You got to be bluffing. Why would I? That would just take more time that is unneeded for a process I have already done with. Just to replace SDL code to init a video model that create a window with a line of code.

That would make the 3 file a waste of my time just too create the window and it took me a month to figure how it would work and get it going!


So you're asking if you should replace a large, platform-specific, ugly piece of code with a simpler, cleaner solution?

Yes, you should.

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UncleRemus    313
Quote:
Original post by ajm113
That would make the 3 file a waste of my time just too create the window and it took me a month to figure how it would work and get it going!


It was really no waste of time, because you learned a lot doing so.
Just like learning how to create a linked list is very educational, but you end up using std::list.

kind regards
Uncle

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ajm113    355
It's called being professional in your work and having more control over what goes on in your window's events, Mutex and etc. Three reason why.

1. If you use Win32 you can have more control over the way how to set up the window like if the pc was a 16 bit and how to set the window for a good size of the slow PC or Platform.

2. You can use case statements to detect more user control over the window more.

3. Its easer to do Win32 convert to other systems like 360. Which "SDL does not support!" -I am not making this for the 360. So pretty much sooner or later your going too have to do this.

SDL is for people starting out. I have already been working on Win32 for quite some time now and gotten a good hang of it. Also that I am not a bum when it comes to being profession in work like this.

I know trying to find what I am looking for is a easy way out. I am just trying to find something that can get integrated with my game in Win32 just to display sprites and do screen math calculations of it's (xy) coords. To also return sprite values. I.E Position and what it's properties are. If it's a "X" image or "O" image. That's all I am asking.

It's my opinion and aether way I am still not running SDL. I see no reason why to do this if I looked it 6 times and If I can add more control over my environment aether way. Which I have already got going.

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If you are that opposed to SDL, your going to have to specify what sort of library you are looking for. Software, OpenGL, or DirectX rendered? What features?

Maybe you could research this if you know exactly what you need.

FlyingIsFun1217

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Simian Man    1022
Quote:
Original post by ajm113
It's called being professional in your work and having more control over what goes on in your window's events, Mutex and etc. Three reason why.

1. If you use Win32 you can have more control over the way how to set up the window like if the pc was a 16 bit and how to set the window for a good size of the slow PC or Platform.

For a game, all you usually need is a window to render into. SDL provides this across many differnt platforms in a very lightweight way. What "control" do you deel lacking?

Quote:
Original post by ajm113
2. You can use case statements to detect more user control over the window more.

What are you talking about? You can use case statements to handle input and window events with SDL (or any such library for that matter) as well.

Quote:
Original post by ajm113
3. Its easer to do Win32 convert to other systems like 360. Which "SDL does not support!" -I am not making this for the 360. So pretty much sooner or later your going too have to do this.

Are you actually arguing for Win32 for the sake of portability? You are much more likely to be developing for Mac or Linux than a console (XNA not withstanding). Even if you are able to develop for the 360 with C++, your use of OpenGL will require much more porintg work than rewriting your code to open a window!

Quote:
Original post by ajm113
SDL is for people starting out. I have already been working on Win32 for quite some time now and gotten a good hang of it. Also that I am not a bum when it comes to being profession in work like this.

SDL is not for people starting out. A lot of very serious, large game projects use SDL. And if you have been working with Win32 for so long, why did you say "my time just too create the window and it took me a month to figure how it would work and get it going!"

Quote:
Original post by ajm113
It's my opinion and aether way I am still not running SDL. I see no reason why to do this if I looked it 6 times and If I can add more control over my environment aether way. Which I have already got going.


You are of course entitled to your opinion, I just felt the need to repute your reasons against SDL, which I feel contain some pretty bad logic.

Good luck with your project!

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samuraicrow    325
@ajm113

There is Simple Fast Multimedia Library but it sucks. You're better off using SDL until SFML reaches maturity. The only reason that I suggest it is that it provides better native gadget support for your GUI etc.

-edit-
I hadn't read that you wanted to do XBox 360 code with it. You'll have to ditch OpenGL and use Managed DirectX or XNA under C# to do that. Writing console code is a pain.

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stonemetal    288
Quote:
Original post by ajm113

2. You can use case statements to detect more user control over the window more.

3. Its easer to do Win32 convert to other systems like 360. Which "SDL does not support!" -I am not making this for the 360. So pretty much sooner or later your going too have to do this.

SDL is for people starting out. I have already been working on Win32 for quite some time now and gotten a good hang of it. Also that I am not a bum when it comes to being profession in work like this.


Really you need to contact the people who make unreal tournament they need to be notified they are using Noob tools and shouldn't release unreal tournament 2003/4 until they rectify this lack of professionalism. If SDL doesn't support the xbox 360 then you can be pretty sure that your WIN32 code isn't going to be supported either. What do you think sdl does? It turns around and calls the same win32 code you do.

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