Terry
|
|
« Reply #20 on: October 11, 2008, 07:01:29 AM » |
|
Yeah, that surprises me too I think you're doing it wrong, Hideous...
|
|
|
Logged
|
|
|
|
Cymon
|
|
« Reply #21 on: October 11, 2008, 08:25:07 AM » |
|
Why SFML and not SLD or OpenGL?
|
|
|
Logged
|
|
|
|
Hideous
|
|
« Reply #22 on: October 11, 2008, 09:04:16 AM » |
|
Yeah, that surprises me too I think you're doing it wrong, Hideous... My SIMPLE programs get slowdowns on my computer. My dual core, 1 gig RAM computer.
|
|
|
Logged
|
|
|
|
increpare
Guest
|
|
« Reply #23 on: October 11, 2008, 09:12:39 AM » |
|
Why SFML and not SLD or OpenGL?
OpengGL isn't a whole library, it's just a library for graphics. To do cross-platform opengl program you really need to use a wrapper like SDL, AllegroGL, SFML, or probably better still (Because it's more specialised) GLFW (glut's long dead, alas, I think). OOPS I MISREAD. SFML is a little less bloated than SDL, I would imagine. SMFL vs SDL Speed comparisonsMy SIMPLE programs get slowdowns on my computer. My dual core, 1 gig RAM computer.
that's pretty crazy have terry's or my games performed similarly dismally?
|
|
« Last Edit: October 11, 2008, 09:20:57 AM by increpare »
|
Logged
|
|
|
|
Terry
|
|
« Reply #24 on: October 11, 2008, 09:27:18 AM » |
|
This is the first I've heard of SFML - it seems pretty nifty Has anyone got any experience using it? Is it as good as it looks? Any drawbacks to be aware of?
|
|
|
Logged
|
|
|
|
Hideous
|
|
« Reply #25 on: October 11, 2008, 09:52:07 AM » |
|
No, increpare, they have not, so it probably isn't allegro's fault. I just needed to blame it so that I could learn another library and thus increase my knowledge. (it was probably because I didn't have a timer in my programs )
|
|
|
Logged
|
|
|
|
increpare
Guest
|
|
« Reply #26 on: October 11, 2008, 09:55:38 AM » |
|
No, increpare, they have not, so it probably isn't allegro's fault. I just needed to blame it so that I could learn another library and thus increase my knowledge.
Learn another library? But you've just admitted that you don't even know this one... . Anyway: have you checked out the main SMFL tutorials?
|
|
|
Logged
|
|
|
|
Hideous
|
|
« Reply #27 on: October 11, 2008, 10:16:18 AM » |
|
I did? I have no idea, I'm really good at confusing myself.
|
|
|
Logged
|
|
|
|
increpare
Guest
|
|
« Reply #28 on: October 11, 2008, 10:39:00 AM » |
|
I did?
(it was probably because I didn't have a timer in my programs )"
|
|
|
Logged
|
|
|
|
Hideous
|
|
« Reply #29 on: October 11, 2008, 11:17:59 AM » |
|
I didn't say I didn't know HOW to put a timer in them. I was just too lazy to do it.
|
|
|
Logged
|
|
|
|
Moosader
|
|
« Reply #30 on: October 11, 2008, 11:38:21 AM » |
|
Moosader has a cool Allegro platform tutorial on YouTube. Except her map editor breaks for a lot of people, apparently.
Ahh, thanks for recommending mine. ^^; I'm not terribly confident in it, though. I need to make a written version so I can modify it. Dumb YouTube won't let me edit or reupload the same video so I really dislike it. :/ Annotations just won't cut it, either. http://moosader.com/Tutorials.htmlMy list of tutorials, including incomplete spriting tutorial, VB and C++ based winsock tutorials, and the incomplete "how to make a platformer with C++ and allegro" tutorial. ^^; My map editor isn't really required for the tutorial but you have to know how to implement your own map type. :/ Maybe I should do a tutorial on writing a map editor.
|
|
|
Logged
|
|
|
|
Tanner
|
|
« Reply #31 on: October 11, 2008, 02:45:52 PM » |
|
I'd like an all-inclusive KNP tutorial.
|
|
|
Logged
|
|
|
|
Cymon
|
|
« Reply #32 on: October 11, 2008, 04:27:30 PM » |
|
I didn't say I didn't know HOW to put a timer in them. I was just too lazy to do it.
Ah, who needs a timer. That's what for loops are for. Why SFML and not SLD or OpenGL?
OpengGL isn't a whole library, it's just a library for graphics. To do cross-platform opengl program you really need to use a wrapper like SDL, AllegroGL, SFML, or probably better still (Because it's more specialised) GLFW (glut's long dead, alas, I think). OOPS I MISREAD. SFML is a little less bloated than SDL, I would imagine. SMFL vs SDL Speed comparisonsWow, that's pretty crazy. 3000x faster. Really? How old is SFML? It still looks like it's in active development, but I wonder if it's be possible to scrape together enough programs to make a book.
|
|
|
Logged
|
|
|
|
muku
|
|
« Reply #33 on: October 11, 2008, 04:31:40 PM » |
|
Wow, that's pretty crazy. 3000x faster. Really? Well, that benchmark seems to compare SDL's software blitting to hardware blitting via OpenGL in SFML, so a major speedup is to be expected. Also, someone in that thread later pointed out that by converting SDL surfaces to the format of the screen buffer, you could get much better performance (I guess this was an oversight in the original SDL benchmark).
|
|
|
Logged
|
|
|
|
increpare
Guest
|
|
« Reply #34 on: October 11, 2008, 05:06:20 PM » |
|
Wow, that's pretty crazy. 3000x faster. Really?
Not x, %! (3000%=30x ) Also, with muku's qualification.
|
|
|
Logged
|
|
|
|
mjau
|
|
« Reply #35 on: October 12, 2008, 03:32:15 AM » |
|
Wow, that's pretty crazy. 3000x faster. Really? Well, that benchmark seems to compare SDL's software blitting to hardware blitting via OpenGL in SFML, so a major speedup is to be expected. Also, someone in that thread later pointed out that by converting SDL surfaces to the format of the screen buffer, you could get much better performance (I guess this was an oversight in the original SDL benchmark). Yeah. It'd be more interesting to see it compared to SDL 1.3, since that can also use OpenGL hardware acceleration for 2D. I'd expect a similar speedup with that. Did a quick test here with current SDL 1.3, testsprite (software) got ~90 fps, while testsprite2, which does the same thing in hardware, got ~993 fps. Probably not optimized either, since 1.3 is still in heavy development.
|
|
« Last Edit: October 12, 2008, 03:40:19 AM by mjau »
|
Logged
|
|
|
|
Melly
|
|
« Reply #36 on: October 12, 2008, 02:35:47 PM » |
|
Allegro has been working well for me for simple stuff. And Terry's games (like Self-Destruct) are smooth as butter for me, and my comp tends to suck bad.
I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.
|
|
|
Logged
|
|
|
|
increpare
Guest
|
|
« Reply #37 on: October 12, 2008, 02:54:12 PM » |
|
Allegro has been working well for me for simple stuff. And Terry's games (like Self-Destruct) are smooth as butter for me, and my comp tends to suck bad.
I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.
*waits patiently for Muku to arrive*
|
|
|
Logged
|
|
|
|
muku
|
|
« Reply #38 on: October 12, 2008, 03:52:33 PM » |
|
I'm curious to whether anyone programs games with graphic/sound libraries in D. I'm interested in the language and would like opinions.
Haha, yes, I do. I love it. I feel much more productive in it than in C++. Feel free to ask whatever you want to know. In fact I have been considering starting a sort-of series of tutorials on how to make a platformer in D. The caveat is that I have never written a platformer before, so it would be more of a "watch me mess up" thing, but it might be instructive and fun anyway. Don't hold your breath though, I'm busy studying until the end of October, and... when exactly is the next compo coming up again?!
|
|
|
Logged
|
|
|
|
Melly
|
|
« Reply #39 on: October 12, 2008, 04:05:41 PM » |
|
Only Derek knows.
I know that D is easier to code in and has more functionality, but I was wondering about cross-platforming (if I can compile for Windows/Linux/Mac) and the difference in performance to C++.
|
|
|
Logged
|
|
|
|
|