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Messages - Steely Glint

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I count it as a point in favor of SFML that it's natively C++, since I view this project partially as a way to get some practice with boost and the new features of C++11. (Hopefully not biting off more than I can chew with a cross platform project using multiple new-to-me libraries...)

I expect boost can cover a lot of the non-graphics/sound stuff, specifically serialization and writing to the filesystem. Ixrec, what was your solution to the string problem?

I don't expect we'll be using joysticks, so lack of joystick features isn't a problem.

Thanks for the advice.

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General discussions / Trying to decide if SFML is right for my project
« on: October 13, 2013, 09:48:59 pm »
My friend and I are fairly experienced C/C++ developers, interested in stretching ourselves a bit with a game project on the side. I've been searching for a simple, powerful 2D graphics library for this project, with the important caveat that I am professionally a Windows developer and my friend works mostly in the Linux world. From what I've read, SFML is one of the few "game engine"-type libraries that has an implementation for both Linux and Windows.

Trying to write a cross platform application is a bit new to me, so I'm not sure what difficulties I can expect to face. My friend probably doesn't want to install Windows, so using something like Torque 2D is probably out of the question. Can SFML be used to successfully bridge the gap between Windows and Linux development? How much of a nightmare would it be to try to build an app from the ground up that functions in both Windows and Linux?

What specific advantages does SFML have over using SDL or a similar library?

Does anyone use SFML with Qt, or does it have its own way of producing consistent menus?

Thanks guys!

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