Allegro vs SDL

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16 comments, last by rip-off 17 years, 4 months ago
Just becuase SDL is split up into multiple libraries doesn't mean that SDL_mixer and SDL_draw libraries are inaccessible. It's just broken up into more pieces. Since some of the platforms I support only currently support static linking of SDL I prefer it that way.

Allegro is a slightly higher-level library in that it doesn't make you think so much about which library something comes from and so on. Simple Directmedia Layer is exactly that: a SIMPLE media layer that abstracts many of the concepts away from the libraries that they call.

Also, if you want to use OpenGL plotting functions from SDL, you'll need a wrapper for simple blitting functions as provided in glSDL or hxRender since the OpenGL context is a separate piece of code from the screen rendering code. In Allegro there is an OpenGL wrapper function called AllegroGL that is a wrapper for the Allegro Scene Render software renderer.

It is my hope that someday somebody (maybe me) will write a set of macros that will translate from one to the other or mutually translate them both into OpenGL primatives.
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Quote:Original post by markr
It has no useful graphics (software) rendering routines, no useful sound routines (e.g. mixing), and little by way of useful stuff typically needed.

Mark

Yes, it does. I could show them too you if you want.

..anyways as long as there's a lib for some functionality for SDL, SDL has said functionality.


Dev Journal - Ride the Spiralhttp://spiralride.blogspot.com/
Quote:Original post by Taymo
..anyways as long as there's a lib for some functionality for SDL, SDL has said functionality.

Well, by that logic, every library can do everything, since there's always a library you can add [smile] ...

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

Quote:Original post by 23yrold3yrold
Quote:Original post by Taymo
..anyways as long as there's a lib for some functionality for SDL, SDL has said functionality.

Well, by that logic, every library can do everything, since there's always a library you can add [smile] ...

How so? I said "..as long as there's a lib.." not that there is alway a lib to add. Whatever, I'm probably not explaining my view correctly.
Dev Journal - Ride the Spiralhttp://spiralride.blogspot.com/
Quote:Original post by Taymo
How so? I said "..as long as there's a lib.." not that there is alway a lib to add. Whatever, I'm probably not explaining my view correctly.

If it doesn't come with SDL, you need to add the library to your project. Confirm/deny?

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

I see SDL as being the set of libraries like SDL_ttf, SDL_net, SDL_gfx SDL_image etc.

But thats just me though. [smile]

I tried to use SDL to make an entry in a short-deadline game compo. Needless to say, I spent a lot of time trying to get around SDL's shortcomings.

The problem with needing lots of extra add-on libraries, is that you have to obtain them and get them to build in all of your build environments- which in a 48hr compo is a big strain.

For example, I wanted my game to work on Windows, otherwise lots of people would be unable to play it- I was using SDL_ttf for text, but because of its idiotic build system I had to essentially hack the win32 makefile.

This would have been a bigger problem if I'd used more SDL_* libraries- each one has its own peculiar build environment and its own README which must be read.

Essentially I just prefer Allegro because it's "All under one roof".

Mark
I never had to build SDL from source under windows. I just got the develeopement libraries and used them.

I haven't had any trouble with any of the SDL_* libraries except SDL_gfx, but I use opengl now so I don't need it.

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