X11 libraries for game programing.

This is a discussion on X11 libraries for game programing. within the Game Programming forums, part of the General Programming Boards category; I am currently work on an open source game for linux, and I have been using the X11 libraries for ...

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    X11 libraries for game programing.

    I am currently work on an open source game for linux, and I have been using the X11 libraries for graphics. I have chosen them because most other libraries require too many dependancies or 3d drivers just to play simple 2d games and other stuff like that. I have also chosen them because that was what the original project I forked it from used. The thing is, as far as I know, no one else is intelligent enough to use them for anything.

    I was wondering if anyone else here has ever programed in X11, and if they would like to talk about their experiences.

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    Master Apprentice phantomotap's Avatar
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    The thing is, as far as I know, no one else is intelligent enough to use them for anything.
    Howdy, Fremont, how is it hanging?

    Seriously, XLib is a load of crap.

    The numerous tiny "off-by-one" errors, the pathetic font handling, absolutely no native support for anything useful forcing you to "reinvent the wheel", "reinvent the engine", "reinvent the car", and if you want it fast, "reinvent the driver".

    It is worse than the Windows GDI API and even slower by definition because of the architecture.

    The only way you will ever make anything decent: write a layer building everything you need from scratch using XLib as little as possible. Anything more than a strict subset and you'll be wasting cycles waiting for your graphics to cross the socket boundary, while the processor switches contexts, and the user is wondering what in the world is taking so long to see an 8bit billboard "fire its laser".

    Soma

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