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@legacywolf443
@legacywolf443 7 күн бұрын
SDL has extensions for things like network and is compatible with pretty much anything it could technically be possible to run it on.
@spotter5214
@spotter5214 9 күн бұрын
simply invaluable. <3
@blast4ce
@blast4ce 17 күн бұрын
hello
@ten_cents
@ten_cents 18 күн бұрын
90% learning GLUT is cause of college
@NoName-md6fd
@NoName-md6fd Ай бұрын
If you are fiddling with game programming, SFML and raylib just work. If you want to have the game on steam, pick SDL as valve supports it. If you used either SFML or raylib then SDL won't be as much of a chore to learn.
@cozyfog
@cozyfog Ай бұрын
I still used glut, cause its easy and works. Idk why it shouldnt be used
@alvarohigino
@alvarohigino 17 күн бұрын
Same with me, it's by far the most intuitive and productive.
@hillybankok
@hillybankok 2 ай бұрын
e
@Light13378
@Light13378 3 ай бұрын
Hello thank for sharing these video amd can you make update oft these video and explain a little bit detail
@yolamontalvan9502
@yolamontalvan9502 3 ай бұрын
Thank you for your SDL information. Keep up the good work, your videos are easy to understand.
@ade5324
@ade5324 4 ай бұрын
i wish i viewed this video earlier, really would've helped with decision paralysis :)
@vcihiethea
@vcihiethea 4 ай бұрын
This video is complete bullshit. An absolute waste of time. It doesn't tell anything useful other than defining what complex and verbose means. What should someone who's just now getting into graphics programming learn? What if you want to make your own engine? These are the things people want to know when they click on a video like this.
@vephovandenberg3181
@vephovandenberg3181 4 ай бұрын
Don't chose, learn both
@user-ql7pw7ld1n
@user-ql7pw7ld1n 4 ай бұрын
too short..i want long version
@void9886
@void9886 5 ай бұрын
does openGL and GLFW the same API?
@endoflevelboss
@endoflevelboss 5 ай бұрын
Why are you starting your sentences with "So...." ? it's not 2017 Grandad
@oh-facts
@oh-facts 5 ай бұрын
Where did your game engine video / links go?
@Trox-the-gamer
@Trox-the-gamer 6 ай бұрын
Raylib is easy
@botobeni
@botobeni 6 ай бұрын
college campuses: "I don't see no issue here"
@irice7
@irice7 6 ай бұрын
0:05 x11 is mit licensed, not propiertary 🙃
@lennartsenden1220
@lennartsenden1220 7 ай бұрын
Great, gonna learn vulkan now.
@lk9895
@lk9895 7 ай бұрын
0:10 X
@viewererdos
@viewererdos 7 ай бұрын
The downside of SFML is the idiotic division of headers and subsystems when compiling into separate libraries instead of one library and one header + toxic community even on Github.
@attilassimcorner5277
@attilassimcorner5277 7 ай бұрын
OpenGL is shit and slow, I know lot of fanboys telling you that opengl is relevant in industry, but when you are a game dev and want make money forget it, nobody cares about linux gaming this assholes want everything for free, so go for DirectX and Vulcan.
@user-rn9qe6fn1c
@user-rn9qe6fn1c 8 ай бұрын
opengl, directx, and vulkan are not apis. they are specs which is a big state machine. They are not an api.
@ProfessionalNoun
@ProfessionalNoun 3 ай бұрын
Vulkan is not a state machine....
@rsingh5759
@rsingh5759 9 ай бұрын
There is a secret easiest option called raylib
@dreamhollow
@dreamhollow 9 ай бұрын
I've been using SFML for a while. It's not so much that it's hard to troubleshoot, it's more like you have to develop your own tools for debugging WHILE troubleshooting. It saves you a massive amount of time in figuring out where your biggest problems are.
@wiskasIO
@wiskasIO 9 ай бұрын
Saying that SFML is underrated it's an underrated statement on itself... SFML is the shoot!!💪🏼++
@maykolmesarodriguez1379
@maykolmesarodriguez1379 11 ай бұрын
What's the diference?, I installed Glut because I didn't want learn WIN API, it's very hard.
@zoriiginalx7544
@zoriiginalx7544 11 ай бұрын
Awesome video 😂
@zoriiginalx7544
@zoriiginalx7544 11 ай бұрын
Do not learn either of these first. Learn OpenGL or DX11 first. These low level APIs remove a lot of abstractions that make it very hard for anyone new to graphics programming to accomplish much of anything.
@erik9817
@erik9817 11 ай бұрын
Before getting an M1 macbook I used to learn DirectX 11 on a bootcamp Windows 10 macbook. Now I'm undecided if I should continue learning DX11 on that old machine or learn Vulkan on M1. I'm new to graphics programming but not to programming. I'd probably rather learn DX12 eventually, but I don't have that hardware yet.
@VoidloniXaarii
@VoidloniXaarii Жыл бұрын
Thank you
@Carlos-kh5qu
@Carlos-kh5qu Жыл бұрын
I really like the portability of SDL, if you look away for 10 seconds they might do a HolyC port for a random console from 2004
@samarthtandale9121
@samarthtandale9121 Жыл бұрын
Awesome slander 😎!
@e3.14c4
@e3.14c4 Жыл бұрын
Playing games using opengl I typically find issues to be rare, and vulkan games I try yo steer clear of due to it being a mess to run on any machine I've had. Trying to lear more about it consequently opengl is the entry point so it's good to know what kinds of differences there are.
@kumu2024
@kumu2024 Жыл бұрын
Write more code, potentially more bugs, and much difficult.
@gideonunger7284
@gideonunger7284 Жыл бұрын
vulkan is just more verbose? As a seasoned graphics programmer i could not disagree more. Incoherent caches, manual synchronization queue ownership, manual memory allocation, descriptor pool pool pools etc, etc... Vulkan is exponentially more complex and is so very much on purpose.
@SHORTSWHORE123
@SHORTSWHORE123 Жыл бұрын
no
@enochsadventures
@enochsadventures Жыл бұрын
>winblows dropped
@nick15684
@nick15684 Жыл бұрын
The nearly 1000 lines of code required to even get Vulkan to display something is enough to make most beginners not even attempt it. Whereas in OpenGL you could do the same in like a 10th the amount of code. That makes prototyping and iteration certainly leagues faster in OpenGL and makes it a lot less daunting. The setup is the most annoying part about working with Vulkan, it's tedious, boring, and not exciting even in the slightest. Altogether it just feels like a massive chore. After that though, it becomes a lot more intuitive and usable. It's really meant for you to build your own abstraction layer on top of it (DIY) whereas OpenGL already is its own abstraction layer. The only real benefit you get from using Vulkan is if you _actually_ know what you're doing with it. A beginner isn't likely to find all that lower-level access that Vulkan provides to be super helpful anyways, since they likely don't even understand what most of it does or the situations in which it can be applied. The biggest difference between the two, from a high-level conceptual point of view, is that OpenGL _assumes_ a lot of things for you, and Vulkan does not, it needs to be explicitly told everything. 99% of the time the default assumptions that OpenGL makes will be perfectly fine, and certainly for beginners. Vulkan really shines when you're trying to run high-performance 3D graphics on limited hardware (gaming consoles) where having that fine-grained low-level access to the hardware actually becomes super beneficial to the developers. It lets them squeeze out more detail and performance than they'd otherwise be able to get with OpenGL. Of course, Vulkan also provides support for all the newest graphical effects like raytracing, so if that's your goal, you'll want to learn Vulkan.
@C3mR4de
@C3mR4de Жыл бұрын
Well if there was an API as simple as SFML and capable of 3D, it would be priceless. SFML is very, VERY simple, well-sharpen for many platforms and the same code works properly on Windows and Linux (its latest stable version also has good backwards compatibility down to Windows XP, which I think is nice). You can use lots of other languages with SFML beside C++ (but that bindings are not official and some of them might be outdated). But it has one big con, it doesn't support 3D and never will and you should use low-level OpenGL calls to work with it. It's not very important for me cuz I don't use 3D, but if I want to try it, I should learn GLFW instead (because pure OpenGL is platform-specific). Maybe I could bind SFML and GLFW and use it both for 3D, but I dunno.
@therealvbw
@therealvbw Жыл бұрын
Man I wish more videos were as short and sweet as this
@graphicsrush
@graphicsrush Жыл бұрын
Glad ya liked it!
@cryptigo
@cryptigo Жыл бұрын
If you want to learn, I would recommend opengl. There are way more tutorials and as long as you know how to code its easier to follow. To be honest, you probably dont need the speed vulkan has if you are not working on a triple a game with a team. Opengl, while not easy, is more simple than vulkan but it will definitely be more than enough for any indie projects
@lanchanoinguyen2914
@lanchanoinguyen2914 Жыл бұрын
Yeah since you use shader on opengl,it means you can be 100% creative.
@graphicsrush
@graphicsrush Жыл бұрын
I'm a bit puzzled on what you mean by "has shaders" in this context. Vulkan and opengl load shaders the same way except vulkan expects shaders to be compiled into spirv.
@lanchanoinguyen2914
@lanchanoinguyen2914 Жыл бұрын
@@graphicsrush look like you have problem on information receiving.And who are you replying too?Maybe you are confusing some of the comment.
@graphicsrush
@graphicsrush Жыл бұрын
​@@lanchanoinguyen2914 You wrote that OpenGL is a more creative API because you can use shaders, I was replying to that. Vulkan and OpenGL both use Shaders in the same way.
@lanchanoinguyen2914
@lanchanoinguyen2914 Жыл бұрын
@@graphicsrush lol i didn't say that Vulkan is not using shader,Vulkan is the newer gen API of course it uses shader.And yes i knew about SPIR and SPIR-V,Vulkan even has an dedicated executable for compiling the glsl into SPIR.What i did mean is that with opengl it already has 100% of ability to adopt your creativity by using the shaders.That is very simple and clear phrase if you read it carefully.
@TiaguinhouGFX
@TiaguinhouGFX Жыл бұрын
You can say that C++ is better in your opinion, but objectively C is better.
@haru02w89
@haru02w89 2 ай бұрын
I'm sorry. At the end of the day, the project needs to be finished. I won't implement everything myself just because C doesn't have STL
@dr20231may
@dr20231may Жыл бұрын
Thank man
@santiagolerin
@santiagolerin Жыл бұрын
Really good video, good enough graphic and audio quality and straight to the point
@goge7152
@goge7152 Жыл бұрын
I'm really new to C++ and this would be my first API I'll learn but don't know where to start
@jedsiecz
@jedsiecz Ай бұрын
@Voxi0 i do raylib, i'd say im half decent but its faster than onelonecoders pixelgameengine and almost as easy, so ill stick to it
@nossiro
@nossiro Жыл бұрын
meanwhile in my College "let's learn Glut"
@mahmoudtoma1
@mahmoudtoma1 4 ай бұрын
fr
@mkac0036
@mkac0036 Жыл бұрын
I think that SDL2 is the best. It has a built-in renderer, that can target OpenGL, Software rendering, Vulkan is worked on and it has sister libraries like SDL_image, SDL_net, ... It has great compatability, you can use emscripten to compile to wasm, and it has a well documented, feature-rich API. Overall, I recommend
@onebigsnowball
@onebigsnowball 9 ай бұрын
It's great, but doesn't support shaders for the built in renderer
@lanchanoinguyen2914
@lanchanoinguyen2914 Жыл бұрын
True,i'm making a game engine with opengl
@dimi5862
@dimi5862 Жыл бұрын
I'd say out of all the APIs, OpenGL (2.0+) is by far the least verbose, but a bit more complex than something like DirectX9. Vulkan though, as you said is more verbose than OpenGL, but is also a fair bit more complex. In OpenGL you just call a loader function and the entire API is ready to render, but in Vulkan and Direct3D APIs you need to create an instance and to a lot more set-up before being able to even clear the screen