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VitaliBR

OpenGL Glut? or no?

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GLUT's fine as a testbed for quickly testing out OpenGL things. It's not very good for games, at least ones you'd be releasing to other people.

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That depends on what you need it for. If you're doing Windows game development only, bare win32 is the most flexible. For cross-platform development, SDL is the most common OS abstraction layer, but don't expect your game to be cross-platform just because you're using SDL.

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Quote:
Original post by VitaliBR
Sneftel, I asked if the performance or win32 sdl is the same


Do you mean, Win32, or do you mean SDL? Or do you mean the Win32 specific parts of SDL? I always use SDL or SFML to give me a window and give me mouse / keyboard input. So performance is not an issue (initializing my complete game takes 0.2 seconds or so, why would I optimize that???). Even if SDL/SMFL was slower then Win32 API, I'd still use SDL/SFML (for it's so much cleaner / easier / more portable).

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Don't worry about performance at this stage of learning stuff.

You have enough to worry about with matricies and projections and all the lovely GL goodness.

Use GLUT while you get the hang on things. Later on, the stuff you've used with GLUT will move easily to SDL/Win32.

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