Noticed some talk about rival library SFML and how it compares to SDL
1.2 branch.
(I wont discuss SDL 1.3, because its still in development)
I started making small games several years ago and was using SDL 1.2.
I liked SDL alot and made some good games with it.
My biggest complaints about SDL is that its too damn slow.
I always felt limited when using SDL (from a technical standpoint),
(no hardware acceleration, no scaling, no rotation, etc)
and so I looked for an alternative.
I stumbled upon SFML and liked what it offered:
SFML 1.4+
OpenGL hardware accelerated image and text drawing with scaling and
rotation!!!
does everything else too, music, sound, input, timing, etc
SFML is by no means perfect, and should be treated as a work in progress.
On Windows platforms the joystick support is not fully working on all
versions.
On my Linux Mint 7/8, sometimes it maxes out a core of my quad core CPU
(still researching this)
I guess what I am saying is I want what SFML does technically
(ie hardware accelerated image/text draw WITH rotation and scaling)
to be in SDL 1.3
SDL 1.2 is much more developed and stable,
its just too slow and does not offer creative tools like scaling and
rotation.
After making several games with both SDL and SFML,
I can honestly not say which is better…
If you have the time and are interested, I recommend you take a look at
SFML: www.sfml-dev.org
I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!
Cheers,
Andre
Jesse Palser wrote:> SFML - What SDL 1.3 hopefully will be…
Hi,
Noticed some talk about rival library SFML and how it compares to SDL
1.2 branch.
(I wont discuss SDL 1.3, because its still in development)
I started making small games several years ago and was using SDL 1.2.
I liked SDL alot and made some good games with it.
My biggest complaints about SDL is that its too damn slow.
I always felt limited when using SDL (from a technical standpoint),
(no hardware acceleration, no scaling, no rotation, etc)
and so I looked for an alternative.
I stumbled upon SFML and liked what it offered:
SFML 1.4+
OpenGL hardware accelerated image and text drawing with scaling and
rotation!!!
does everything else too, music, sound, input, timing, etc
SFML is by no means perfect, and should be treated as a work in progress.
On Windows platforms the joystick support is not fully working on all
versions.
On my Linux Mint 7/8, sometimes it maxes out a core of my quad core CPU
(still researching this)
I guess what I am saying is I want what SFML does technically
(ie hardware accelerated image/text draw WITH rotation and scaling)
to be in SDL 1.3
SDL 1.2 is much more developed and stable,
its just too slow and does not offer creative tools like scaling and
rotation.
After making several games with both SDL and SFML,
I can honestly not say which is better…
If you have the time and are interested, I recommend you take a look
at SFML: www.sfml-dev.org
Compare “needs to be added” vs “provides out of the box”
What do you want to do? Reimplement the wheel or start working on your
game/app?
I stumbled upon SFML in the summer, but didn’t investigate too much as i
was already working on my own lib :\ But compare what it provides against
SDL and all add ons you need to get the same feature set.On Fri, 18 Dec 2009 00:34:54 -0200, Andre de Leiradella wrote:
Jesse Palser wrote:
I stumbled upon SFML and liked what it offered:
SFML 1.4+
OpenGL hardware accelerated image and text drawing with scaling and
rotation!!!
I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!
does everything else too, music, sound, input, timing, etc
I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!
Compare “needs to be added” vs “provides out of the box”
What do you want to do? Reimplement the wheel or start working on your
game/app?
True. Maybe I should’ve added that I looked at SFML one year ago (give or
take 50 seconds and I found that it doesn’t support loading resources
from user-defined streams, just from the file system and memory. That alone
was a reason (for me) to add OpenGL on top of SDL and forget about SFML.
I don’t know how it handles load nowadays, but a quick look at the docs
suggests that things haven’t changed in this regard.
Cheers,
Andre________________________________________________________________
Mensagem enviada pelo Microlink Webmail 12.7.8p3
SDL 1.3 should already have OpenGL and (on Windows only, ofc) Direct3D hardware accelerated renderers. It also has scaling functions, but not rotation ones.
There were libraries for SDL 1.2 that were easy enough to use that provided OpenGL acceleration, too.