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 Post subject: Graphics+Sound Libraries
PostPosted: Mon Mar 17, 2008 8:33 pm 
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The Preamble:
The hardest things for me when taking on a programming project is not the programming itself. It's either the design (how should I lay out my code and modularize it so that I can understand it a week from now, or add to it later), or getting the <angry-word> libraries to compile.

So, in an effort to make my life easier in the future I'd like to put together a sort of customized game library using Box2D. It won't have any game logic or anything like that, I just want a basic Visual Studio template for getting started on a game. It should include Box2D, a sound library, and a graphics library. Maybe some libraries for reading various image and sound types too. It should be fully contained, ie, not require any DLL's or runtime garbage, or depend on any other non-standard libraries, and it should be cross platform, and light.

The Question:
My basic question is, which libraries would you guys recommend? Right now I'm looking at GLFW+OpenAL.

The Rationale:
I've used SDL in the past, when I first started learning how to program with graphics, but it seems rather slow (depending on what you're using it for) and limited, and I found OpenGL was actually much easier to work with after you understand it. I heard a rumor that GLFW was "better" [than GLUT] and is actually still being updated, unlike OpenGL GLUT which has been discontinued AFAIK.

For sound libraries, I've never actually got around to adding sound to a game before, so I really don't know much about this. OpenAL seems like the obvious compliment to OpenGL. It seems to give you quite a bit of control, and it's the first library I've actually managed to compile and get to play a sound (woohoo!). But I'm open to other suggestions if you think they're better.


Last edited by darkzerox on Mon Mar 17, 2008 9:52 pm, edited 3 times in total.

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PostPosted: Mon Mar 17, 2008 9:29 pm 
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Joined: Tue Feb 12, 2008 4:54 pm
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darkzerox wrote:
I however heard a rumor that GLFW was "better" and is actually still being updated, unlike OpenGL which has been discontinued AFAIK.


:shock:

I don't know anything about GLFW, but OpenGL is very much alive. Pretty much every modern graphics card has OpenGL drivers along with DirectX drivers. Wow... I'd really question where you got this information from.

Bill


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PostPosted: Mon Mar 17, 2008 9:48 pm 
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Err... sorry, I guess I was referring to GLUT. GLUT was last updated Nov 2001, and freeglut was last updated June 2005. GLFW (which serves the same purpose as GLUT) was last updated Sept 2007. But, perhaps the reasoning on their site is better than I could put it:

Quote:
There are already several toolkits available for aiding OpenGL development. The most widespread is GLUT, which unfortunately is getting quite old and is not actively updated anymore. When I first started out with OpenGL I tried using GLUT, which did not quite suite my needs, and I also tried using pure win32 programming, which quickly got very messy. I also looked at some other toolkits, but they were not portable and/or designed for C++ only.

I realized that a new toolkit was badly needed, which could fulfill the following requirements:

  • Flexible and powerful fullscreen support
  • User controlled event loop
  • Portability
  • Usable for both C and C++ (and possibly more languages)
  • The toolkit should be compact
  • Easy for anyone to use, modify and update for any purposes
  • Support for static linking

Today GLFW meets those requirements - and many more.


For graphics, OpenGL is fine.

Actually, font libraries and *possibly* a [customizable] UI library might also be good to include. I've tried glfont and glfont2, but could only produce blurry, barely legible text. I was using glutBitmapCharacter before, which worked nice enough, except it doesn't support aliased fonts, plus I don't think GLFW supports it. For UI libraries I wasn't able to find anything decent.


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PostPosted: Mon Mar 17, 2008 10:03 pm 
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Ah, ok, that makes more sense. Goes off to look at GLFW...

Bill


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