SDL and why I don't like it

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25 comments, last by 23yrold3yrold 18 years, 1 month ago
SDL is a great GFX API, I cant imagine life without it, and it hooks right into GL, doesn't get much better than that, I do admit that I dont like SDL_ttf, or SFont/BFont(do people still use those?), but everything else is great, never used SDL_gfx, or SDL_Input, and what is this about it being slow? I just could never learn directx because I couldn't stay awake past the PRESENTPARAMETERS. The DirectX API is HUGE and Windows Only, SDL is small and portable,
it wins anyday.
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I just wanted to say that I think SDL is a great base to work from. I don't think it is something for beginners but rather a great starting point when you wanna do a portable game. If you are newbie I think allegro is supperior considering it is a game-library and SDL is not...
Quote:Original post by TravisWells


An "all in one" version of SDL would be at least 5 times the size, and wouldn't help me at all for this kind of game.



Um... No it wouldn't. libSDL_ttf = 50k, libSDL_image = 80k, libSDL_gfx = 70k, libSDL_net = 12k.
1) Allegro DOES NOT support NETWORK or MULTI-THREADING and it never will as long as it compiles to DOS (well, unless they program a kernel and full ppp+tcpip+modem/ethernet drivers into it).

2) Allegro has some outdated techniques (RLE sprites? palette? Flic?).
If I am not mistaken, Allegro's polygon drawing is software rendered(!!!) so superslow compared to graphic card (hardware) rendering.

3) I dont plan to use lines/splines/circles etc in my game, but if i will then i can use sdl_gfx.

4) I want GUI in my game, but Allegro's built in GUI that is just the most aweful ugly lamest thing.

The *only* thing that Allegro got for it is that it is more noob-friendly (just unzip and you get all the features + tutorials and examples of how to use them). If you are a 14 year old trying to make your first pacman clone then maybe allegro is the place to start (thats where i got my allegro knowledge :) ).

I started my game (noname yet)a week ago and so far im happy with my choice to start from SDL. Without problems I got openGL quads for tiles and sprites and keyboard handling (and im a complete openGL noob).

I havent tried the sound/music/fonts/gui/joystick/network yet, so maybe ill be anti SDL in a few weeks...

Iftah.

[Edited by - Iftah on August 10, 2005 4:17:06 PM]
Yuck to allegro. but, yes... I do like some GLFW better than SDL.
I guess if I was going to do a sprite game or something like that I could go for SDL, though. I don't agree that it's as bad as the OP described. I know I learned SDL easily and I trust SDL_gfx would be easy enough to learn. I even learned the SDL_net stuff once... before I even knew how to use sockets. heh.
I do think GLFW is underrated though. It is very comfortable to use and the documentation is sexcellent.
Do you think that graphics primitives being left out of SDL was an oversight, or a decision that was thought through?

SDL does what it sets out to do very well. That is, create an abstraction layer so that graphics, sound, and input can be accessed the same way on all platforms.

Graphics primitives should be implemented on top of this, by a separate library.
Half year old threads are for the lose.

Jesus saves ... the rest of you take 2d4 fire damage.

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