Earlier quoted context omitted.
Back when I was doing a lot with this stuff, GLUT was effectively dead. Stuff like MacOS HiDPI surfaces wasn't doable without going well outside of what GLUT wanted to help you with. GLFW has been under active development over that time period, unifying baseline OpenGL, OpenGL ES, and Vulkan stuff to build upon.
Indeed, GLUT is not in active development (I would not say that it is "effectively dead" but rather that it "crystallized into a perfect form", but I digress). However, I was asking about "freeglut", which is a different thing, which is actively developed: last commit on 2019-03-26 dropped some unnecessary dependencies, for example.
GLFW 3.3 Is Released
21–30 of 35 posts
Re: GLFW 3.3 Is Released
#22For those who wonder what GLFW is... if you want to play with OpenGL or Vulkan, make a graphics demo, or make a game, GLFW is a library that frees you from having to deal with the nuances of Win32/X11/etc, wrangles keyboard inputs and other things across platforms. It is similar to LibSDL, but is more lightweight and GPU-centric. GLFW is designed more with greenfield projects in mind, whereas LibSDL was designed from…
What does the FW in GLFW stand for?
Re: GLFW 3.3 Is Released
#23Earlier quoted context omitted.
Sadly Mesa's software renderers seem to have topped out at OpenGL 3.3[1] :( [1]: https://mesamatrix.net/#Version_OpenGL3.3-GLSL3.30
Ah, that's too bad! I've been hunting for ways to get better integration tests on CI for Revery. Would like to have image-based verification for certain classes of tests, and we use Azure CI pipelines - seems their VMs don't have hardware support at all for OpenGL (on any platform).
[1]: https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#...
Re: GLFW 3.3 Is Released
#24Re: GLFW 3.3 Is Released
#25For those who wonder what GLFW is... if you want to play with OpenGL or Vulkan, make a graphics demo, or make a game, GLFW is a library that frees you from having to deal with the nuances of Win32/X11/etc, wrangles keyboard inputs and other things across platforms. It is similar to LibSDL, but is more lightweight and GPU-centric. GLFW is designed more with greenfield projects in mind, whereas LibSDL was designed from…
Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
Re: GLFW 3.3 Is Released
#26For those who wonder what GLFW is... if you want to play with OpenGL or Vulkan, make a graphics demo, or make a game, GLFW is a library that frees you from having to deal with the nuances of Win32/X11/etc, wrangles keyboard inputs and other things across platforms. It is similar to LibSDL, but is more lightweight and GPU-centric. GLFW is designed more with greenfield projects in mind, whereas LibSDL was designed from…
How does GLFW compare to SFML? Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
Re: GLFW 3.3 Is Released
#27Re: GLFW 3.3 Is Released
#28For those who wonder what GLFW is... if you want to play with OpenGL or Vulkan, make a graphics demo, or make a game, GLFW is a library that frees you from having to deal with the nuances of Win32/X11/etc, wrangles keyboard inputs and other things across platforms. It is similar to LibSDL, but is more lightweight and GPU-centric. GLFW is designed more with greenfield projects in mind, whereas LibSDL was designed from…
How does GLFW compare to SFML? Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
GLFW is not much more than platform abstraction for multimedia (windows, input, OpenGL/Vulkan context creation, timing). Notably it is missing any kind of audio support, but you probably want to ues FMOD, Wwise, or iirKlang anyway.
SDL is all of that, plus various utilities for porting and some platform abstractions that are no longer needed. For example, logging, assertions, blitting, endian conversion, file abstraction, threads and atomics. There are a few associated helper libraries designed to work with SDL, like SDL_image, SDL_ttf, and SDL_mixer. These are optional.
SFML is all of that, plus the interface is written in C++, there's all sorts of things like sprite drawing, texture loading, and audio systems mixed in, plus a bunch of extra random functionality like HTTP clients, OpenGL wrappers, etc.
SDL is the oldest of the three. My perspective is that if you look at SDL and think, "Wow, this does a lot of stuff that is kind of weird and old, maybe I don't need all of that", then you would invent GLFW. If you looked at SDL and thought, "I want something bigger, more, more, more, with a C++ interface, consume the world!" Then you would invent SFML.
I have some strong opinions here, which are probably coming across. I see developers who say, "I want to make games, that means low-level, so I'm going to learn Win32," and I try to prevent them from wasting time learning APIs, steering them towards one of these libraries. On the other hand, I think SFML is a big mess that tries to do everything, and it's a lesson in why it's easy to make bad C++ APIs. I mean, jeez, it has "class RectangleShape" which inherits from "Shape" which inherits from "Drawable". It makes me want to puke.
Re: GLFW 3.3 Is Released
#29Hard to know why this bug had to wait so long for a fix. Where are the delays coming from?
Re: GLFW 3.3 Is Released
#30Earlier quoted context omitted.
How does GLFW compare to SFML? Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
GLFW, SDL, and SFML are on a scale from "lightweight" to "heavyweight". SFML is, by far, the largest, heaviest, and most opinionated of the three. GLFW is not much more than platform abstraction for multimedia (windows, input, OpenGL/Vulkan context creation, timing). Notably it is missing any kind of audio support, but you probably want to ues FMOD, Wwise, or iirKlang anyway. SDL is all of that, plus various utilitie…