Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Changes in 2.0 RC  (Read 1922 times)

0 Members and 1 Guest are viewing this topic.

Syntactic Fructose

  • Jr. Member
  • **
  • Posts: 80
  • Overflowing stacks and eating snacks
    • View Profile
Changes in 2.0 RC
« on: March 19, 2013, 10:58:08 pm »
Just downloaded 2.0 RC for vs 2010 and started playing around with it, and boy do I love what you did with 2.0. I was told a couple days ago to drop 1.6 and try out 2.0, so I decided to give it a shot and see whats new. Most noticeable for me would be the changes to the naming of functions. Thank you Laurent for using camelBack notation, no longer will my pinky fall off after writing with SFML for long periods of time. I haven't read to much on the entire changes though, but i'm wondering what everyone else's favorite change is in 2.0.

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6286
  • Thor Developer
    • View Profile
    • Bromeon
Re: Changes in 2.0 RC
« Reply #1 on: March 19, 2013, 11:07:25 pm »
but i'm wondering what everyone else's favorite change is in 2.0.
The low-level graphics API and sf::Time are extremely nice.

But also a lot of other stuff, it's hard to make a selection :)
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

FRex

  • Hero Member
  • *****
  • Posts: 1845
  • Back to C++ gamedev with SFML in May 2023
    • View Profile
    • Email
Re: Changes in 2.0 RC
« Reply #2 on: March 19, 2013, 11:39:15 pm »
I think it's nice shaders are now straight up glsl.
Shaders and new drawables and rendering function is overall nice, no more ~200 bytes of wasted data for everything that is made polymorphic inheriting from drawable, parent-child and applying effects to groups of objects is made easy with the render states.
VertexArrays are nice. SFGUI and Thor are for 2.0, that's just awesome..
Back to C++ gamedev with SFML in May 2023

 

anything