Connect and share knowledge within a single location that is structured and easy to search. Now as i understand it, all these packages will do for me is draw stuff on a screen. And thats all i really care about at this point.
Sound isn't necessary. Input can be handled with stdlib probably. What are some key feature differences between the two? Which is more usable? From my experience, I'd have to say that SDL is what it says. It's a simple direct-media layer, which abstracts the data your media sound and video works with to a level you can interact with accross different platforms.
That's "all" it does. All of these libraries are also meant for the C programming language, and they follow it's conventions. Not that there is anything wrong with that, but if you want an object oriented approach to how you interact with io, then you basically have to build that layer yourself. SFML comes with everything right out of the box.
It has sound, it has video, it has mixing, it has frame-capping, and it is object oriented. If that's what you want, I'd recommend you go for that. I don't think SDL has anything like that, just a method to merge with it. I agree with these remarks and think it is a stellar discussion of why DirectX is better than OpenGL.
I agree with these remarks and think it is a stellar discussion of why OpenGL is better than DirectX. However, this question is absolutely a matter of opinion, and DirectX absolutely has its benefits over OpenGL, especially 10 and 11 and especially in the context of game development.
If you're just starting out it's probably better to use an existing 2D engine or framework such as SFML. I like Direct X and have been using it for several years on many projects but if your learning do watch out for version issues. I found that the majority of direct x code will not compile under a different version and this can be hell if you are trying to follow a tutorial.
I recommend Direct X as there are features for everything that make it easier when you are first beginning and then more advanced ways of manipulating things as you advance. HGE wasn't updated since Direct2D is a set of APIs that primarily target user interfaces and apps that require support for drawing primitives such as circles, lines, and flat polygon shapes.
With that in mind, it still provides a powerful and performant set of classes and methods for creating game graphics as well, especially when creating game overlays, interfaces, and heads-up displays HUDs -- or for creating a variety of 2D games, from simple to reasonably detailed. The most effective approach when creating 2D games, though, is to use elements from both libraries, and that's the way we will approach 2D graphics development in this topic. Before the advent of modern 3D graphics and the hardware that supports it, games were primarily 2D, and many of their graphics techniques involved moving blocks of memory around -- usually arrays of color data that would be translated or transformed to pixels on the screen in a fashion.
In DirectX, 2D graphics are part of the 3D pipeline. There is a much greater variety of screen resolutions and graphics hardware available, and your 2D graphics engine must be able to support them without a significant change in fidelity. Here are a few of the basic concepts you should be familiar with when starting 2D graphics development. Always draw to a back buffer.
Design your graphics engine to support a good selection of resolutions, from x to x or higher. In DirectX, 2D graphics are part of the 3D pipeline. There is a much greater variety of screen resolutions and graphics hardware available, and your 2D graphics engine must be able to support them without a significant change in fidelity. Here are a few of the basic concepts you should be familiar with when starting 2D graphics development.
Always draw to a back buffer. Design your graphics engine to support a good selection of resolutions, from x to x or higher. Your audience will thank you if you support their LCD monitor's native resolution, especially with 2D graphics. Great artwork will be your greatest asset, when it comes to visuals. While your bitmap graphics may lack the punch of 3D photorealistic visuals using the latest shader model features, great high-resolution artwork can often convey as much or more style and personality -- and with far less of a performance penalty.
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