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Author Topic: Using Directx with SFML  (Read 16859 times)

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eXpl0it3r

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Using Directx with SFML
« Reply #15 on: January 19, 2011, 03:46:29 pm »
I know you don't wanna use DX anymore but since this is the topic I'm still gonna add my 'knowledge'. :D
I've programmed in the past a bit with DX and as far as I know, you won't be able to compile with MinGW for any DX app, since DirectX is based on the whole Microsoft stuff.
But with the VC++ Compiler you would probably still be able to use SFML, since DirectX only needs to know little about the window, which you would have to extract probalby by hand. ;-)
Then again when we look at what SFML provides and what DX can do, I think it doesn't make sense to use both in one application. So you got it right either use SFML + OpenGL and be cross-platform (if you programm right) or use DirectX and stay on Windows. :D

eXpl0it3r
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Silvah

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Using Directx with SFML
« Reply #16 on: January 19, 2011, 05:01:24 pm »
Quote from: "eXpl0it3r"
I've programmed in the past a bit with DX and as far as I know, you won't be able to compile with MinGW for any DX app, since DirectX is based on the whole Microsoft stuff.
It's not true, MinGW works just fine with the official DirectX SDK.

eXpl0it3r

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Using Directx with SFML
« Reply #17 on: January 19, 2011, 10:00:00 pm »
Quote from: "Silvah"
Quote from: "eXpl0it3r"
I've programmed in the past a bit with DX and as far as I know, you won't be able to compile with MinGW for any DX app, since DirectX is based on the whole Microsoft stuff.
It's not true, MinGW works just fine with the official DirectX SDK.


Ah okay didn't know that! ;-)
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mercurio7891

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Using Directx with SFML
« Reply #18 on: January 22, 2011, 06:28:38 pm »
To the OP, if you are still really keen on using Directx and windows. You can just create the Win32 code and read the input via RawInput. If you are targeting only a windows platform, DX is as good as in can get. With DX11 it can automatically scale to user hardware base on D3D_FEATURE_LEVEL. So no worries if user is only have DX9 hardware.

On the other hand. If you want to achieve cross platform, then you should use SFML and Opengl. Since opengl is supported on almost all platform, it would be easy to port code. i.e. you don't have to support 2 renderers. :)

However in my opinion, currently opengl is slightly lagging behind DX in terms of capabilities. e.g HLSL can now allow a certain degree of OO-ness in it which reduce the need of uber shaders, along with other stuff. It is not much a big deal since opengl would eventually catch up :)

Opengl and DX are basically just playing a game catch up with each other. To date I think DX is at an edge ever since dx10.1 and dx11 came out. Before that opengl was leading =) I am sure this cycle repeats itself. :D

regards