Presenting Team Chaos
Moderator: Talkative People
- JS Lemming
- Game Developer
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- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
Hey! Hey! Don't go thinking I like Blitz better then C++. I would switch full blast to C++ if only someone would make a decent 2D API for it. SDL Sucks, and I'm not ready for 3D yet.JS Lemming: Programmer
(HTML, JavaScript, BlitzPlus)
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
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I don't know. You seem kinda Blitz-ish. I couldn't take one more second of that crap. I had to move on to C++. The point is that you don't develop in C++. I'm a failure at Blitz and I'll admit it. I tried and tried but I couldn't ever do anything productive. Maybe because I learned perl and they are so different?Hey! Hey! Don't go thinking I like Blitz better then C++. I would switch full blast to C++ if only someone would make a decent 2D API for it. SDL Sucks, and I'm not ready for 3D yet.
Anyway, I switched to C++ and I seem to be having much success.
Also, SDL does NOT suck. SDL is cool. You do know it IS 2D. And when you're done with SDL, you can easily use OpenGL from it. While I don't speak from personal experience, I've only heard good things and respect it.
- MarauderIIC
- Respected Programmer
- Posts: 3406
- Joined: Sat Jul 10, 2004 3:05 pm
- Location: Maryland, USA
OpenGL has a 2d mode you know. Called orthographic projection.
For some tutorials on opengl (the place for opengl, really), see http://nehe.gamedev.net.
For some tutorials on opengl (the place for opengl, really), see http://nehe.gamedev.net.
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
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- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
You learn from experience you know. I wouldn't go round actin like you know it's cool until you've spent hours and hours tring to set it up. Let me tell you a few reasons why I say it's crap though. One, you can only get 3 key events at a time, and if you exceed 3, it will always return 0. Secondly, compared to Blitz, SDL is really slow. The only way to speed it up is to have just one buffer.... and I HATE Flickery screens!!!! So just keep that in mind.Also, SDL does NOT suck. SDL is cool.
MarauderIIC, I've heard some bad things about the orthographic projection 2D thing... Do you think I should give it a shot anyway?
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- MarauderIIC
- Respected Programmer
- Posts: 3406
- Joined: Sat Jul 10, 2004 3:05 pm
- Location: Maryland, USA
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
I was searching some forums for 2D opengl, and they said it was a bad Idea. Something about that projection that blurs bitmaps is what one said. I don't know, maybe they where over exagerating.
You say you have some experience in it. Do you mind sending a random thing you made with it?
You say you have some experience in it. Do you mind sending a random thing you made with it?
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
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- Location: Studio Vorbis, AL
- Contact:
I've been talking with lots of people and fellow programmers. They advised that SDL ownz. They also said that lots of what JS Lemming said wasn't true. O.o
JS Lemming, I've heard and seen too many good things that are created with SDL, not to mention it is fully compatable with Dreamcast. Whatever I make on PC and be ported to DC in small amount of time.
Not to mention, when you're ready OpenGL can be used through SDL. I am going down the SDL path. I'm getting a book for it on my birthday (July 23).
JS Lemming, I've heard and seen too many good things that are created with SDL, not to mention it is fully compatable with Dreamcast. Whatever I make on PC and be ported to DC in small amount of time.
Not to mention, when you're ready OpenGL can be used through SDL. I am going down the SDL path. I'm getting a book for it on my birthday (July 23).
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
Trust me, none of what I have said about SDL is from my experience (except for the speed issue, I found that on my own). I'm only reporting what I have heard from others. Who knows, it could have been a mob of SDL haters tryin to bring in new members.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
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- Location: Studio Vorbis, AL
- Contact:
I just bought an SDL book and I'm going to show you up. :D
The chances are that you heard that from a bunch of DirectX jerk-offs. DirectX is the windows whore. They are probably just jelous of the versitility of SDL and that they can't port their creations to anything but windows (whores). SDL is SOOOOO great. You'll see, JS Lemming, you'll see.
Oh, and good news for everybody else. I'll be porting my Dreamcast game to PC with SDL. That'll be easy. Expect every new DC or PC game to be ported to the other platform! :!!!!:
The chances are that you heard that from a bunch of DirectX jerk-offs. DirectX is the windows whore. They are probably just jelous of the versitility of SDL and that they can't port their creations to anything but windows (whores). SDL is SOOOOO great. You'll see, JS Lemming, you'll see.
Oh, and good news for everybody else. I'll be porting my Dreamcast game to PC with SDL. That'll be easy. Expect every new DC or PC game to be ported to the other platform! :!!!!:
- MarauderIIC
- Respected Programmer
- Posts: 3406
- Joined: Sat Jul 10, 2004 3:05 pm
- Location: Maryland, USA
It doesn't blur bitmaps, if you use the right filtering. As for stuff I've created, not much, just a few derivatives on the tutorials and a thing that generates a 2d-platformer-like terrain from a file. Which eventually the little man will run into when I start working on the collision detection again.
I realized the moment I fell into the fissure that the book would not be destroyed as I had planned.