Originally posted by profoundWHALE
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Next-Gen OpenGL To Be Announced Next Month
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Originally posted by Ancurio View PostThis already exists. It's called SDL / SFML / Allegro / L?ve2D.
SFML is pretty much SDL in C++.
Allegro seems to have some OpenGL/Directx wrapper. I don't think it abstracts much though (my first impression).
L?ve2D is 2D only? LUA based game engine...
There are FOSS 3D engines out there like Ogre3D, Urho3D, Panda3D etc. But they all have their pros and cons, varying features, performance and complexity.
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Originally posted by blackiwid View Postbtw arm and x86 gaming market has very few overlaps, they dont use opengl they use openal as primary api, that maybe could be a way between opengl garbage and mantle a middle way.
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Originally posted by johnc View PostI don't know that Mantle and Metal are any lower-level than, say, using OpenGL extensions for a particular piece of hardware.
Low Level: Mantle, Metal, OpenGL Extensions, Directx 12
Mid Level: OpenGL, Directx
High Level: SDL? Irrlicht?
Basically it's not fair to add Dx12 since the next OpenGL hasn't been announced and OpenGL extensions are extensions, meaning we still have the whole mess of which way to do something and old legacy code.
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Originally posted by log0 View PostSDL is not an abstraction for 3D rendering. It has some 2D functionality, but that's it.
SFML is pretty much SDL in C++.
Allegro seems to have some OpenGL/Directx wrapper. I don't think it abstracts much though (my first impression).
L?ve2D is 2D only? LUA based game engine...
There are FOSS 3D engines out there like Ogre3D, Urho3D, Panda3D etc. But they all have their pros and cons, varying features, performance and complexity.
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Originally posted by CrystalGamma View PostOpenAL is a SOUND API("Open" Audio Library). Get your facts straight.
But to be 100% shure I meant opengl es
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Originally posted by Ancurio View PostI didn't say any of them abstracted 3D rendering. If you're going to do 3D, you're not going to want to go higher than OGL/D3D in the first place; what I meant was that the people who complain the most that their "convenient" glBegin/glEnd stuff is deprecated/gone in modern GL are the ones only aiming to render simple rectangles (2D games) anyways. For those people, there is no reason to use OGL directly.
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