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Shayel

SDL - waste of time?

9 posts in this topic

Hello

I am using SDL to learn basics of the game industry, however I will want to move to 3D games in the future. I think, that in this case, SDL is a waste of time. Won't it be better to use OpenGL or DirectX to learn the 2D games? Moving to 3D wouldn't be so hard because I would already know the library. On the other side, I am afraid that they may be too hard for the beginner. Should I keep using SDL and then learn DirectX or OpenGL from the very beginning or learn one of them right now?

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SDL has the use case that it can wrap various OS APIs, giving the option to avoid some of this and also help increase portability.

 

for example, some code can be written, and avoid needing to have explicit per-OS code for things such as setting up the drawing window or dealing with user input or sound output or similar.

 

otherwise, a person will need to write a lot of this code themselves.

 

granted, for something like a Windows-only DirectX app, it wont necessarily gain as much here.

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SDL is pretty good, especially the new one.  Also you may want to look into SFML 2.0, it does the same jobs as sdl but its object oriented, and very well designed.

Edited by EddieV223
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Um, I believe one of the most common use cases of SDL is for window creation and input management while leaving graphics to OpenGL.

It is, leave rendering to OpenGL and everything else to SDL - although now SDL has some functionality for rendering 2D graphics with hardware acceleration, so maybe OpenGL can be avoided with some kinds of games (SDL will use whatever it thinks is best, going with software rendering only as a last resort).

 

Also Valve is using SDL now, if that matters.

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You can use SDL for the unix version to handle window and input.

Quake4, Unreal Tournament, Unreal Tournament 2003, Unreal Tournament 2004, and many other do that.

You can change the window/input code after, SDL is here to make you winning time.

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