Starting with state management in the first post is a different approach I wouldn't normally expect. That being said I don't know what it is but I prefer writing games in C. I experiment with higher level languages and use them for rapid prototyping. However, and maybe its simply nostalgia, I always come back to C. And it's not even my favorite language by a long shot. For practically everything else, save for system…
Writing a game engine in pure C: The Graphic Initialization
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Re: Writing a game engine in pure C: The Graphic Initialization
#12Seems like it is going to take a long time to get to a fully functional game if this is the second article and they're only just calling SDL_CreateWindow.
One post a week is about as fast as most people can go if they are into nuts-and-bolts technical topics and they are trying to juggle work and life and other demands on their time. That's about the best I could ever manage when I used to be blogging as I learned DirectX. And that was using C#, so you didn't have to boil the ocean and implement all your own fundamental data structures as you go (see the previous post…
Re: Writing a game engine in pure C: The Graphic Initialization
#13Reading the title my mind immediately went to mov ax, 13h int 10h I'm old.
also old!
Re: Writing a game engine in pure C: The Graphic Initialization
#14Seems like it is going to take a long time to get to a fully functional game if this is the second article and they're only just calling SDL_CreateWindow.
Re: Writing a game engine in pure C: The Graphic Initialization
#15Starting with state management in the first post is a different approach I wouldn't normally expect. That being said I don't know what it is but I prefer writing games in C. I experiment with higher level languages and use them for rapid prototyping. However, and maybe its simply nostalgia, I always come back to C. And it's not even my favorite language by a long shot. For practically everything else, save for system…
C gives you all control over your machine, there are no obscure libraries, grabage collector or unexpected stuff, if something doesn't work as expected you know you have f cked it up. I'm using C here cause 1st, i like it a lot, and 2nd, i think it's the clearest language out there, you can follow the code execution from start to end and "almost" know what's happening, it doesn't have function overloading, obscure sc…
Re: Writing a game engine in pure C: The Graphic Initialization
#16Earlier quoted context omitted.
C gives you all control over your machine, there are no obscure libraries, grabage collector or unexpected stuff, if something doesn't work as expected you know you have f cked it up. I'm using C here cause 1st, i like it a lot, and 2nd, i think it's the clearest language out there, you can follow the code execution from start to end and "almost" know what's happening, it doesn't have function overloading, obscure sc…
Perhaps, but C is unsafe both in terms of types and memory (Which has to be considered if choosing C for a project)
Re: Writing a game engine in pure C: The Graphic Initialization
#17Reading the title my mind immediately went to mov ax, 13h int 10h I'm old.
Re: Writing a game engine in pure C: The Graphic Initialization
#18Starting with state management in the first post is a different approach I wouldn't normally expect. That being said I don't know what it is but I prefer writing games in C. I experiment with higher level languages and use them for rapid prototyping. However, and maybe its simply nostalgia, I always come back to C. And it's not even my favorite language by a long shot. For practically everything else, save for system…
Re: Writing a game engine in pure C: The Graphic Initialization
#19GLFW just goes from zero to OpenGL context ASAP, plus input events. With SDL I found that their drawing primitives are too limiting for my needs, and if you want to do any custom drawing at all, you need to abandon their drawing primitives entirely and just write GL codel. At that point, GLFW makes more sense.
SDL does have a few other nice things like audio support and text rendering, which you'd have to figure out separately with GLFW, but to each their own.
Re: Writing a game engine in pure C: The Graphic Initialization
#20There are better SDL tutorials from the 90's.