SFML - What SDL 1.3 hopefully will be

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 :frowning: 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

Thats all I have to say…

JeZ-l-Lee
SLNTHERO at aol.com
Silent Hero Productions®
Video Game Design Studio
www.SilentHeroProductions.com

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 :frowning: 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

Thats all I have to say…

JeZ-l-Lee
SLNTHERO at aol.com
Silent Hero Productions®
Video Game Design Studio
www.SilentHeroProductions.com


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.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


Christoph Nelles

E-Mail : @Christoph_Nelles
Jabber : eazrael at evilazrael.net ICQ : 78819723

PGP-Key : ID 0x424FB55B on subkeys.pgp.net
or http://evilazrael.net/pgp.txt

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 :slight_smile: 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

Yes - unless you also need Direct3D support, which may be a requirement
depending on your target audience.

Then again, does SFML handle that, or is it OpenGL only…?On Friday 18 December 2009, at 03.34.54, Andre de Leiradella wrote:

I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!


//David Olofson - Developer, Artist, Open Source Advocate

.— Games, examples, libraries, scripting, sound, music, graphics —.
| http://olofson.net http://kobodeluxe.com http://audiality.org |
| http://eel.olofson.net http://zeespace.net http://reologica.se |
’---------------------------------------------------------------------’

That is a good point. I’m pretty sure it’s only OpenGL.

Jonny DOn Fri, Dec 18, 2009 at 12:24 PM, David Olofson wrote:

On Friday 18 December 2009, at 03.34.54, Andre de Leiradella wrote:

I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!

Yes - unless you also need Direct3D support, which may be a requirement
depending on your target audience.

Then again, does SFML handle that, or is it OpenGL only…?


//David Olofson - Developer, Artist, Open Source Advocate

.— Games, examples, libraries, scripting, sound, music, graphics —.
| ?http://olofson.net ? http://kobodeluxe.com ? http://audiality.org ?|
| ?http://eel.olofson.net ?http://zeespace.net ? http://reologica.se ?|
’---------------------------------------------------------------------’


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

I have nothing against SFML, but adding hardware acceleration (blit,
scaling, rotation) to SDL 1.2 through OpenGL is so simple!

Yes - unless you also need Direct3D support, which may be a requirement
depending on your target audience.

Sure.

Then again, does SFML handle that, or is it OpenGL only…?

I don’t know, I don’t care about Direct3D :)> On Friday 18 December 2009, at 03.34.54, Andre de Leiradella wrote:

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.