• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

SDL 2.0 or OpenGL?

2 posts in this topic

Rendering a 40x40 tilemap that has ~10 layers in SDL 1.2 is pretty darn slow, I started looking into faster options. Now my question is, is SDL 2.0 a lot faster than 1.2? I'm trying to avoid using OpenGL as best as I can, but if it's the only efficient way to render quickly, I'll probably have to use it. Any opinions on SDL 2.0 concerning speed?


Share this post

Link to post
Share on other sites

As far as I know, SDL 2.0's renderer functions actually make use of OpenGL if available (and fall back to software rendering if for some reason it can't do GPU acceleration), so yes, it should be much faster. Just beware that the wiki is extremely outdated, so for now you'll have to look at the headers (yuck - check "SDL2/SDL_render.h").


Here's a quick list of the functions in it (since getting a list of every function from the header is near impossible), though it isn't even remotely anywhere complete, and in fact doesn't include the initialization functions (luckily that part is documented in the wiki):


- SDL_RenderSetLogicalSize
- SDL_RenderClear
- SDL_RenderDrawPoint
- SDL_RenderDrawPoints
- SDL_RenderDrawLine
- SDL_RenderDrawLines
- SDL_RenderDrawRect
- SDL_RenderDrawRects
- SDL_RenderFillRect
- SDL_RenderFillRects
- SDL_RenderCopy
- SDL_RenderCopyEx
- SDL_SetRenderDrawColor
- SDL_SetRenderDrawBlendMode
- SDL_SetTextureColorMod
- SDL_SetTextureAlphaMod
- SDL_SetTextureBlendMode
- SDL_RenderSetViewport
- SDL_RenderSetScale


Note that I think a Doxygen file should be generated, I don't have it installed so that's probably why I don't have it... If you get that then it should be easier to look through it (also note that you'll be using SDL_Texture with the renderer functions instead of SDL_Surface).


PS: the two copy functions are the ones used to render textures (e.g. bitmaps) >_>

Edited by Sik_the_hedgehog

Share this post

Link to post
Share on other sites

SFML should be able to handle it all fine.  It uses HW Acceleration for it's 2D functions (it actually uses OpenGL under the hood), and it's got a great interface.  Check it out.


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  
Followers 0