IMHO its overkill to use OpenGL for a simple 2D game.
Probably - but then again, I considered purchasing a full version of
"Raptor: Call of the shadows", but never did, because there was no
way I could get a decent frame rate on any hardware or OS it would
run on. (It actually seems like the game has a logic frame rate limit
somewhere around 20 fps or so.) The blurring or jerking that frame
rates below ~60 Hz result in gives me a headache and makes it hard to
see what’s going on.
I’m not sure what you mean by “simple”, but this applies to any game
that scrolls a major area of the screen, unless it runs only in
As noted previously you would restrict your audience mainly
to people with hw-accelerated opengl-supported systems.
Or you could support both SDL 2D and OpenGL… glSDL is an easy way of
doing that, while actually coding only for the SDL 2D API.
And I dont think that this kind of people will play your 2D game
very long, because they maybe have lot of other real cool 3D games.
If they don’t, it’s because it’s a boring game. 3D doesn’t
automatically make games better or more addictive.
IMHO the audience for simple 2D games are for example children
(and their parents who have to buy the game…).
The vast majority of Kobo Deluxe players seem to be adults. And
the game is probably way too hard for kids that are too young for 3D
Anyway, it’s a Free game, and I don’t know exactly how many active
players there are, so I can’t really talk about an “audience” in the
way you would about a commercial game.
So to buy and play a simple game for their kids, they wuold have to
provide a hw-accel opengl system…
In my eyes an unnecessary additional restriction…
If s/w rendering is sufficient for most players, and h/w rendering is
available for more demanding players (like myself), you get a
I think this is really worth considering for any game that does full
screen scrolling in 640x480 or higher resolutions, since those
usually never get close to full frame rate without h/w acceleration.
Its possible to write a soft-scroller without opengl.
Sure, but it’s not possible to get around the CPU<->VRAM bandwidth
limitations without using h/w acceleration.
is something completely wrong in your main game loop or your
understanding of SDL and/or programming.
Maybe you should solve this point instead of ignoring it and just
switch to opengl.
…yes, that’s a good point. Forget abour arcade/console quality
scrolling without OpenGL and sub-pixel accurate scrolling - but it
should be possible to get playable frame rates with sane resolutions
one any reasonably current hardware. Most players seem to be happy
with anything better than 20-40 fps (depends on the game), so it’s
definitely a good idea to try and support s/w rendering, if it’s
realistic. (It may not be if you’re using tons of blending effects,
transformations and stuff.)
//David Olofson - Programmer, Composer, Open Source Advocate
.- Audiality -----------------------------------------------.
| Free/Open Source audio engine for games and multimedia. |
| MIDI, modular synthesis, real time effects, scripting,… |
`-----------------------------------> http://audiality.org -’
— http://olofson.net — http://www.reologica.se —On Monday 15 September 2003 13.59, Thomas Eder wrote: