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ic0de

How many third party libraries do most games use?

7 posts in this topic

I was just looking at my linker and I discovered I was using more third party libs than I had expected. I'm already using OpenGL, Glew, SDL, SDL_image, SDL_mixer, Bullet physics an Assimp and theres way more stuff to integrate that I will need a library for. But I still want to keep my game lightweight and portable. I was wondering how many libs are usually used by the average 3d game and if I still had room for more libs.

anybody know? how many Libraries do you use in your projects normally?
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Agreed with the above; you should use as many libraries as you need to satisfactorily complete the task at hand, and it isn't uncommon for complex software (such as a game) to make use of anywhere from a couple up to 10 or more libraries.

Be aware of increases in filesize, performance impact, licencing issues, and any potential distribution problems -- and if you're aiming for portable code keep it in mind when choosing libraries -- but don't worry about the number of libraries used -- it simply doesn't have any impact on the end user.
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Why would "big title" games even need libraries besides the small free open source ones? There can't be that many proprietary algorithms out there?

Can you give a short list of libraries most used, what they do, and why they are worh $$$?
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[b]As a side note[/b], if you're still looking for some well known examples, both Source and Unreal Dev Kit use or can use a ton of 3rd party libs.
- [url="http://www.unrealengine.com/en/partners/"]http://www.unrealeng...om/en/partners/[/url]
- Can't find a link for Source Engine but if you have an installed game from Valve there are a lot of 3rd party dlls in there source engine folder. Edited by achild
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