View Poll Results: What is your favorite Graphics Library?

Voters
74. You may not vote on this poll
  • Allegro

    12 16.22%
  • DirectGraphics (not talking about non-graphics portions)

    17 22.97%
  • SDL

    9 12.16%
  • OpenGL

    21 28.38%
  • Borland Graphics (BGI-graphics.h)

    2 2.70%
  • I use Interrupts!

    4 5.41%
  • iostream (ASCII graphics)

    9 12.16%

Graphics Libraries Poll (for everyone)

This is a discussion on Graphics Libraries Poll (for everyone) within the Game Programming forums, part of the General Programming Boards category; I am not trying to find out what library i should use (I've used them all now) but I just ...

  1. #1
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    Graphics Libraries Poll (for everyone)

    I am not trying to find out what library i should use (I've used them all now) but I just wanted to know what is most popular at this site (please don't post too much info on your choice, that always leads to arguments). If you use more than one library but one outweighs the other just vote for the one you use the most.

    SDL. (post like this)

    Oh and to prevent people asking for tons of links in this post:
    -DirectGraphics (Graphics portion of DirectX) http://www.microsoft.com
    -Allegro http://www.talula.demon.co.uk/allegro/index.html and http://www.allegro.cc
    -SDL http://libsdl.org
    -OpenGL http://www.opengl.org and http://nehe.gamedev.net
    Last edited by cozman; 05-04-2002 at 01:16 PM.

  2. #2
    geek SilentStrike's Avatar
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    I am using SDL now, but I plan on learning OpenGL (still using SDL for input handling/windowing/networking) after I complete BomberLAN... which will hopefully be before summer ends.
    Prove you can code in C++ or C# at TopCoder, referrer rrenaud
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  3. #3
    ¡Amo fútbol!
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    Libraries are for wuses. I use pure asm for my games. I mean, it is so easy to do so and all.

  4. #4
    Registered User whistlenm1's Avatar
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    Interrupts, as x86 asm was the first languange I was thought and graphics was the focus, oh, how so long ago it fells now.
    Man's mind once streched by a new idea, never regains its original dimensions
    - Oliver Wendell Holmes

    In other words, if you teach your cat to bark (output) and eat dog food (input) that doesn't make him a dog. It would have to chase cars, chew bones, and have puppies before I'd call it Rover ;-)
    - WaltP

  5. #5
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    put other in there as well, there are others you know, like MuttDosLibrary, grx, etc...
    flashdaddee.com rocks!!!

  6. #6
    ¡Amo fútbol!
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    I guess some didn't get it, but I was kidding around. Writing games in asm would be very impratical. Although the speed would be great, the extra time it would take to code would make it not worth it.

  7. #7
    Used Registerer jdinger's Avatar
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    DirectX definitely. I plan on jumping into OpenGL when my current game is done ( about 2 years from now ), mainly just to learn it.

  8. #8
    Used Registerer jdinger's Avatar
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    Originally posted by golfinguy4
    I guess some didn't get it, but I was kidding around. Writing games in asm would be very impratical. Although the speed would be great, the extra time it would take to code would make it not worth it.
    I haven't put it to the test but I've read that with our modern optimized compilers, properly coded C++ can have speed comparable to coding the same in asm.

  9. #9
    Christian
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    > guess some didn't get it, but I was kidding around. Writing games in asm would be very impratical. Although the speed would be great, the extra time it would take to code would make it not worth it.<

    I do belive either quake or doom use ASM for graphics, so maybe not.
    I shall call egypt the harmless dragon

    -Isaiah 30.7

  10. #10
    ¡Amo fútbol!
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    jdinger: The compiler can optimize to a certain degree. However, nothing beats the good ol human brain. So if you know ur asm, a compiler won't be able to beat you.


    SS: I highly doubt that Doom and Quake use asm for the entire game. It would be almost impossible to manage and troubleshoot. Also, finding people who would actually write a complete game in asm would be near impossible.

  11. #11
    Christian
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    Golfinguy4 you need to reed entire post before replying to them. Please remember to do this, but if you did you are wrong in the belive that graphics are the entire game.
    I shall call egypt the harmless dragon

    -Isaiah 30.7

  12. #12
    Used Registerer jdinger's Avatar
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    golfinguy, I haven't really done anything in asm yet, so I was really just repeating something I'd read. But I do see where you're coming from. A developer who really knows asm should smoke a compiler.

    >>but if you did you are wrong in the belive that graphics are the entire game.

    The graphics are the entire game?!?! So where is the game logic then? And the sound? And the input?

  13. #13
    napKINfolk.com napkin111's Avatar
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    Hey Cozman, thanks for posting those links, cause I would have asked for them

    I'm trying to learn 13h mode graphics right now...

    napKIN

  14. #14
    Registered User heat511's Avatar
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    iostream!

    i voted for dos graphics because right now that's all i know, but i need to learn some type of graphics over the summer...
    "uh uh uh, you didn't say the magic word"
    -Jurassic Park

  15. #15
    l'Anziano DavidP's Avatar
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    Right now I am using SDL to make a Dragonball Z clone of Liero. SDL is awesome because it is fast, portable, and incredibly easy to use.

    >I do belive either quake or doom use ASM for graphics, so maybe not.

    They use some asm...but actually not as much as you might think....you can download the source code at idsoftware's website.

    >I'm trying to learn 13h mode graphics right now...

    13h is awesome...i have always loved it....if you need any help with it, just ask.
    My Website

    "Circular logic is good because it is."

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