But there are still some Questions open.I don't really understand what you want to achive with that post... ???
On the side i compare some libs. In the attached picture is my actual status.
Maybe someone did the research already or has the same questions.
I don't really agree on the TGUI/SFGUI bullet pointsWhy? Its just my current information, or correctly: my current questions. Personaly i tend to TGUI because of images. But its still heavy under development.
The compile times were enormous (almost one minute for Hello World), apparently the developers didn't care about header dependencies. My first impression couldn't be much worse, so I took a look at an other library.Same as me. Actually i try to split the core by myself. :( The core is insanely complex!
you could also take a look at complete game engines like Unity, it all depends on your needs and preferencesYeah. Unity give u all for nothing ;) . I am still a programmer and like it to code things by myself and have full control.
For what the post? in the last 2 months i read threads about SFML vs SDL, Ogre3D vs Irrlicht and GUI Systems.Well that highly depends on what you want to do... ;)
But still i cannot make a decision.
- SFML is great but not for 3D gamesYou can't really compare SFML and Ogre3D.
- Ogre3d is great for 3D rendering but is the OIS Input better then SFML ... i cannot see a serious window handling oder thread system in Ogre? it seems they plan a better version for 1.8 - 1.9 ?
Why? Its just my current information, or correctly: my current questions. Personaly i tend to TGUI because of images. But its still heavy under development.Like I said the points you listed reflect personal preferences and experience. E.g. you list 'active development' and 'fast bug fixes' for TGUI, but not for SFGUI. That's just because you don't know enough about SFGUI's development. ;)
- I dont like SDL just because its CI agree! ;D
One Developer means: if this person e.g Texus loose the interest or motivation the lib is meaningless?In general most probably, but I don't think a project like SFML would just die if Laurent wouldn't want to work on it anymore. ;)
The same for SFML ;) -> so disadvantage
If a lib is used for commercial products u can be sure that the lib works great and is getting support from their developers. I can see this at SDL and Ogre3D. Ogre3D meanwhile gets good feedback and support from professional developers (just look in the forums).One can not say that in general.
Yeah. Unity give u all for nothing ;) . I am still a programmer and like it to code things by myself and have full control.Well then don't look at Ogre3D nor Irrlicht, they are both render engines and take away quite a bit of control. :P
A lot of very crappy code gets used in commercial productsI agree! ;) Self produced ;D
Ogre for:I'd then use Irrlicht, as Nexus said it's lighter and for most parts better coded.
- 3D rendering
...
I just try to get in the 3D sector. Write a 3D Engine by myself is a no go ....
I just want (i think the most) the best possibly combination for:
- easy to read/understandable code
- good performance
- portability
Network:You know that SFML does also network stuff? ;)
- Open ....
@eXpl0it3rWell I wouldn't call myself a fan (never been fond of that term ;D ), but I think SFML is (probably) the best multimedia library. Otherwise I probably wouldn't invest that much time in helping others get to know SFML better. :)
it seems u are a SFML Fan? ;) Me too!
You know that SFML does also network stuff?Don't open that door ;)
Don't open that door ;)But I like open doors better than closed ones. :P
I guess you have some bad experience with SFML's network part?
- Actual i think i use the SFML Keyboard, Mouse,Joystick and maybe later the IOS Touch from OIS if its possible.I guess you mean iOS. SFML doesn't support iOS nor touch 'events'...
Here it would be great if the SFML Input could be seperated from the window System and just needs a Window Handle?I'm not quite sure why you really want to use SFML here, but use other stuff for rendering. I'd say either use A or B, but don't try to mix everything together other wise you'll end up in a hugh code mess with many many dependencies and one might not want to work with the other.
I guess you mean iOS. SFML doesn't support iOS nor touch 'events'...I know SFML don't support the IOS(iPhone OS). So i thought to use the OIS(Object Oriented Input System) for IOS Touch.
I'm not sure how the sf::Mouse/sf::Keyboard/sf::Joystick are implemented underneath, you might be able to just use them without the need of windowI am sure its possible, but see it as a feature request and better modular Desgin :P
I am sure its possible, but see it as a feature request and better modular Desgin :PWhat eXpl0it3r probably meant is that these three classes may already now be independent of a window. And as far as I remember, Laurent designed them with this aspect in mind.
I think others could need it too?
I know SFML don't support the IOS(iPhone OS). So i thought to use the OIS(Object Oriented Input System) for IOS Touch.It's iOS (https://en.wikipedia.org/wiki/iOS) and not IOS (https://en.wikipedia.org/wiki/IOS_(disambiguation)), that's what got me confused... ;)
But i read in other posts, that laurent is planning for -> "3.0 +" IOS support. It would be nice, but we cannot be sure ;)Well if you plan on waiting 10 years or so... ;D
What eXpl0it3r probably meant is that these three classes may already know be independent of a window.Yes! :)
SFML is under the MIT license so feel free to do whatever you want.No it's not:
SFML librariesBut that's even more permissive.
(...)
Source code is provided under the terms of the zlib/png license
Well if you plan on waiting 10 years or so...So you think there will be no changes and i shouldn't use SFML for Input?
What eXpl0it3r probably meant is that these three classes may already know be independent of a window.So the Input System can be easily separated-> so use SFML? Separate it by myself and don't wait for changes ...
Right, I always confuse them since they are quite similar. ;)QuoteSFML is under the MIT license so feel free to do whatever you want.No it's not:
So you think there will be no changes and i shouldn't use SFML for Input?If you look at the SFML 2 history which is over 2 years long, then you can guess that SFML 3 won't be out next month or so. 10y was obviously just a joke (at least I hope so).
So the Input System can be easily separated-> so use SFML?You still didn't get it: It's already seperated!
Separate it by myself and don't wait for changes ...Do whatever fits your needs, it really doesn't matter as long as you can work with it. ;)
Or do you agree with me? -> Use SFML for Keyboard, Mouse, Joystick and others for iOS
Maybe you know this guy ;)Never heard of him or OIS.
http://www.wreckedgames.com/forum/index.php/topic,5598.0.html
SFML is under thezlib license :-XMIT license
I still don't get it! Where is the Input System separated from the Window?Yeah we still don't get what you don't get either...
see it as a request or improvement suggestion for the current window system if users just want the input system.See what as request? Sorry, I don't exactly see your problem, either.
As far as i can see the pollEvent cannot be used without the window Object.Yes, and as I already mentioned, it doesn't make sense without a window object, since the events are connected to the window. For example, a Closed event fires when the window is closed, MouseMoved event triggers when the mouse is moved in the window, etc.
Short, just wanted to set:Sorry but this is far from being clear, and I don't see the relation with inputs.
- WindowHandle
- windowClass.lpfnWndProc
Didn't want to start an endless discussion...I said that because everybody seems to ask the same questions to you, and nobody really understands what you want ;)
OIS is using DirectInput as far as i know.And? It's a good thing, DirectInput offers more features than the Win32 API.
Its not integrated in Ogre its just delivered with it.SFML is even less integrated to Ogre ;)
OIS uses the Ogre Windowhandle, nothing moreWhat else would you like it to use?
You can write some pseudo-code if it can help.Its your window code ;)
I said that because everybody seems to ask the same questions to you, and nobody really understands what you wantYes, i just wanted to leave this thread because i am not able to explain it (bad english), or maybe i should really use OIS. But i like the SFML code so much ;)
And? It's a good thing, DirectInput offers more features than the Win32 API.I thought DirectInput is deprecated for keyboard and mouse? And additionaly i like it fast and simple :P
SFML is even less integrated to OgreI cannot see that is something integrated? OIS is just so much independent that the WindowHandle is enough. I think (but don't know) that the DInput thread is catching the inputs?
And as long as they work fine together, what's wrong?
What else would you like it to use?blub, nothing ... but as we can see its possible to separate the window system from the input system.
sdl : more advanced than sfml, it uses C, but it doesn't mean you can't write on C++, also you can attach any other library (C/C++)I hope you didn't mean the last part just for SDL...
Additionally I don't really see how SDL is 'more advanced'It has more features. SFML is still quite minimal.
Additionally I don't really see how SDL is 'more advanced'. It's just more popular. Or did you mean the programmer has to be more advanced to be able to work with it? ;)Yes, sfml hides (or wrap) many things