Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Well here it is! If you like OpenGL, have any questions about it, or have reasons why you like it, then perhaps this could be a nice place to post! I think I'll start off with a horror story about DX7 that happened to me a few days ago; I designed a game, and some demos using Blitz3D and DX7. And I have never had any problems with running them on any PC systems anywhere. But you know things go sometimes, I get to the "Black Technology Expo." on Saturday... I even have my own 3rd Day Studios display setup... but lo' and behold, I go to install my game on some of the 'older computers' that are there, they are WinXP systems, and guess what? They don't run!!! Had errors popping up all over the place! I am under the impression that if I had simply written these demo's in C++ and OpenGL that it would be much more native to Windows XP than DX is! I am seriously considering making a permanent switch to OpenGL. Which not only runs well on just about any Windows machine, but is even cross-platform, even to things like cell phones for that matter. I do appreciate DX being more than a 3D API like OpenGL, perhaps someone should design an "OpenEngine" or something... like DX but it's Open and based on OpenGL instead ya know... anyhow. That's what I think. Here is a great site if you are wanting to learn OpenGL: ------------------ |
Klumsy Administrator Posts: 1061 From: Port Angeles, WA, USA Registered: 10-25-2001 |
i love openGL for its portibility, but hate it for about everything else , its concepts, methodolgies and design is always a few years behind, and to do anything cool requires using different non standard extentions particualar to different graphics cards, and even the standard extentions to openGL are just patchwork added on.. GL 2 was MEANT to be a grounds up redesign but turned out to be just more patchwork, plus many card makers don't put enough effort into their GL drivers sadly. i'd recommend upgrading to dx9, though i am typically not a MS guy, and there are few things of DX that grate me, i believe it is well designed and like the idea that new versions are indeed that new versions, and thus they designers have the oppurtunity to redesign the pipeline in accordance with more modern techniques and technology and card progress, actually with DX10 features, they are ahead of the game, making innovations that the card makers are then picking up. Im sure you are able to distribute the dx redistributable with your game, and incorporate it into the install easy enough. Karl ------------------ |
Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Oh and so everyone knows, all the computers had DX9 installed on them. Maybe a Blitz3D bug though... or maybe somehow it was my initialization code... but whatever it is, something wasn't compatible going backwards cause it ran fine on the newer machines. ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I've been learning more and more about SDL, and I *really* like it. It's basically a wrapper for OpenGL that makes it a lot more simple for a ton of things -- I'm currently using a project called SdlDotNet that is a wrapper for the Tao framework (which is also built on top of OpenGL). For people interested in cross-platformability, I would recommend checking out SDL, Tao, and SdlDotNet. --clint ------------------ |
Briant Member Posts: 742 From: Stony Plain, Alberta, Canada Registered: 01-20-2001 |
I'm a big fan of OpenGL! Long live this thread! I'm in the beginner-to-intermediate stage of learning/using OpenGL. I have basic vertices and shapes, textures, blending, and lighting under control - roughly the equivalent of up to lesson 8 on NeHe, although I did play with and tweak some of the other lessons. I also have some screen saver prototypes done using OpenGL, including rendering to a tiny preview window on an MFC dialog box. I'm currently enrolled in the OpenGL course at http://www.gameinstitute.com but I'm finding that I have to read other sources (books, articles) to make any progress with it - it covers ground quite quickly without actually explaining the nitty-gritty details (apart from "look at the source code for this lesson for more details"). Has anyone else taken this course? |
Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
That course looks interesting, I haven't seen that link before thanks for it Brian! I'd say I am still a beginner in OpenGL although it doesn't really seem that tough so far. It seems that the hard part will be designing the specifics of the game engine, such as the entity system, the collision, and those types of things. But the OpenGL rendering seems pretty much straight forward so far. HanClinto, do you have a link for the SDL wrapper? It sounds quite interesting.. I am definitely into the cross-platform thing. ------------------ |
mellonamin Member Posts: 119 From: Maryville, TN, United States Registered: 11-16-2004 |
Ahhh...OpenGL...I bought a book on it and was so confused that I haven't picked it up since...maybe nehe.gamedev.net will help me out! ------------------ Sciuri non sunt boni edere. |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sure! The link for SDL in general is here: The link for SdlDotNet (which is what I use) is right here: BTW, SdlDotNet just came out with a new version yesterday (Tuesday). They're making great progress, and they're very similar to being as complete of a game development library as PyGame is. I can testify from experience that it's a joy to code with SdlDotNet as it's so well organized and makes-sense. Hope that helps some of y'all! To see a sample game I made with SdlDotNet, check it out at: It's not complete enough for me to put it up in the showcase, but you can fly around, and there's a small welding minigame in there. For the minigame, left-click to turn on the flame, right-click to feed in wire. The smallish gray panel in the upper-left is your welding area. The idea would be to make money by repairing holes in ship armor with this minigame, to have more of a player-skill based crafting engine. I'll make a bigger post about this later when it's more complete, but if you want to add input into this game, now's a great time to do it. You can mail me at hanclinto at gmail.com to talk to me about it. Have fun! In Christ, ------------------ |
Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Thanks for the links HanClinto! I'll try that demo. I don't currently have .NET installed, but I want to try your demo, so I'll get that as well. It sounds very interesting! EDIT: ------------------ [This message has been edited by brandon (edited February 24, 2005).] |
Klumsy Administrator Posts: 1061 From: Port Angeles, WA, USA Registered: 10-25-2001 |
so i assume SDL.net would also work with mono right? that sounds yummy ------------------ |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
It looks like it supports 3d somewhat, though I'm really not sure. I use it mainly for a good alternative for DirectX for fast 2D graphics. I hope that I can use SdlDotNet with either Mono or Portable.NET (part of the DotGNU project, very similar to Mono, just less popular). Portable.NET is here: I'm not sure if they're fully compatible at this point, but that's my hope, that Air Locked would be a cross-platform game through either Mono or Portable.NET. --clint ------------------ |
jendave Junior Member Posts: 1 From: Registered: 03-04-2005 |
Thanks HanClinto for the recommendation of SdlDotNet. I appreciate the publicity :-). Nice demo app by the way. To clarify one thing, SdlDotNet (and SDL) is a 2D library, but it can provide a surface to draw OpenGL objects. I have included a demo (the Gears demo) in SdlDotNet that shows this functionality. The demo uses SdlDotNet and Tao.OpenGl of the Tao Framework for the OpenGL stuff. SdlDotNet runs on .NET, Mono on Linux and Mono on Windows. Dave |
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Jendave! You've done a great job with SdlDotNet so far, I'm quite impressed with it. I'm honored that you checked out my demo app -- thanks for the kind words! Aaaah -- I was wondering how the gears demo worked. I mean, I guess I could have just looked at the source and all, but I was more interested in other things. It was more of an idle curiosity. --clint ------------------ [This message has been edited by HanClinto (edited March 04, 2005).] |
HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I have used OpenGL and SDL. SDL is great for input and portability. If you want to create cross-platform software, SDL with OpenGL support is the way to go. |
Briant Member Posts: 742 From: Stony Plain, Alberta, Canada Registered: 01-20-2001 |
Is SDL a practical choice for <i>professional</i> OpenGL apps? Or would it bet better to stick with an OS's SDK for windows and controls? |
HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I believe Unreal Tournement 2004 used SDL, so it is very posible to create a commercial quality game with free tools. I believe they used OggVorbis/OpenAL as well. I am not 100% sure though. Just checked, and both OpenAL and SDL were used. [This message has been edited by HeardTheWord (edited March 07, 2005).] |