[QUOTE=Jookia;26749402]All I see is half-assed code portions that don't compile as you've removed half of it.[/QUOTE]
Jesus tapdancing Christ I showed the rendering part which is important here. When you post a code snippet, do you always post your whole project, because otherwise it "doesn't compile"? I never said it was supposed to be unbiased, I just wanted to show that for ME, at SOME POINT, SDL was faster than SFML for me.
Of course it's faster, because you're doing something wrong. It's not always to do with rendering.
[QUOTE=ProWaffle;26745563]Alright, if OpenGL's good, can someone link me to a tutorial for OpenGL for absolute beginners?
Preferrably starting with 2D stuff.[/QUOTE]
You should start by choosing a library to create your OpenGL context. [url=http://www.libsdl.org/]SDL[/url], [url=http://www.sfml-dev.org/]SFML[/url], [url=http://alleg.sourceforge.net/]Allegro[/url], [url=http://freeglut.sourceforge.net/]GLUT[/url], [url=http://www.glfw.org/index.html]GLFW[/url], or [url=http://msdn.microsoft.com/en-us/library/ee663300.aspx]The Windows API[/url] can all accomplish that. If you spend too much time caring about which one to choose, you're not going to be getting into OpenGL development any time soon. My personal recommendation is that you blindly choose SFML without looking at the other options; at least, don't weigh their pros and cons until you already have a feel for what the fuck you're doing. My reasoning for telling you to blindly choose SFML instead of another library is that there is comprehensive tutorials written by the creator of SFML [url=http://www.sfml-dev.org/tutorials/1.6/]here[/url] on how to use his own library (note the "Using OpenGL" tutorial under "Window package") and the library features audio functions, graphics functions (for if you don't intend to write your own with OpenGL), and network functions. Assuming that you still insist on writing your own graphics functions via OpenGL after exploring SFML's graphic functions (I chose to do this for reasons such as wanting to know how to make a 3D game using SFML if I wanted to), then you'll need to find OpenGL tutorials and start to understand the [url=http://www.opengl.org/documentation/]OpenGL documentation[/url] (mainly the [url=http://www.opengl.org/sdk/docs/man/]reference pages[/url]).
[QUOTE=Random112358;26732293]I started out on OpenGL, granted it is not the easiest way but it really makes you understand what you are doing.[/QUOTE]
OpenGL might be hard for those who have little or no coding experiences.
[QUOTE=Jookia;26751173]Of course it's faster, because you're doing something wrong. It's not always to do with rendering.[/QUOTE]
If I am comparing two application versions, with only the renderer changed, both using the same interface to the backend, and one is faster, then it's the backend's fault, not the renderer's fault, of course :/.
You make absolutely no sense.
Bit of a random question, but does anyone know a Java library operating at the same level of abstraction as SFML? I've been wanting to try my hand at Clojure's concurrency bits and bobs for a functional game project and I'm tired of doing Haskell's type calisthenics. So far I'm working on Processing which is a bit of a welcome return from ages ago, but of course I can't pretend it's a multimedia library proper.
DarkGDK :smug:
[editline]22nd December 2010[/editline]
Did you want it to work for the iPhone?
[QUOTE=Adam.GameDev;26877161]DarkGDK :smug:
[editline]22nd December 2010[/editline]
Did you want it to work for the iPhone?[/QUOTE]
Already using Cocos2D for the iPhone and Mac, I mainly want something for Windows but something Linux-compatible as well would be great.
[QUOTE=ProWaffle;26890213]Already using Cocos2D for the iPhone and Mac, I mainly want something for Windows but something Linux-compatible as well would be great.[/QUOTE]
DarkGDK won't be good then.
Thank god for this thread, currently playing with SFML and I can confirm its awesome :3:
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