WEBGL Game; things started in C++

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9 comments, last by trowtlip 10 years, 1 month ago

thank you for all the replies!

I guess I should look at Dartlang as well...

I'm getting terribly frustrated. Wt is more than I want; so much API to decipher to get the pieces I want. cpp-netlib is about the level I want to be working from, but doesnt intend to support websocket, and I'm not sure I want to stick myself without that option. Poco is about the same as Wt, which are both a bit more bloat than I think I need (both following the Qt idea).

Maybe just use boost & write my own everything? I wasn't planning on going there (mostly for lack of experience), but it seems like the only way to get what I want.

Now I'm looking at node.js with (or without) native plugins (plugins = more complication, but does allow me to write the meaty parts in C++), but how long will node.js be popular? On the surface, node.js looks fantastic, and I can certainly handle JS. But what will I have years down the road? A bunch of code written upon an outdated fad library?

So, I don't write code; I read webpages about libraries. I'm ready to poke my eyes out.

In the end, I want to build an App that either fires up http or websockets (prefereably as part of the application), and allows me to spit out webpage/JS/WEBGL.

In the majority of my reading, most people say this is not a job that C++ can fit into. I don't understand why. To me, and aside from the obvious JS requirement, C++ is an obvious choice for inclusion in a WEBGL/HTML5 game that would anticipate high volume.

Ok, back to poking my eyes out.

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