[The rest of the response presumes you're explicitly interested in working
with Objective-C.]
Why not just draw with OpenGL into an NSOpenGLView?
I'm not sure I'd go with anything animated, not necessarily because it
wouldn't work or be performant enough, but because -- why risk it?
Just use a single NSTimer to drive the frame redraw into NSOpenGLView. With
SDL and most other frameworks where you control the main loop, you'd have
an infinite loop which may or may not sleep upon frameswap, then you'd
measure time passed. Under OS X, you'd have CADisplayLink. But if you're
using NSOpenGLView under GNUstep, as far as I know your best bet is still
using NSTimer.
Idea:
-(void) frame
{
[self draw];
NSTimeInterval delta_t = [self timeSinceLastFrame];
[self update: delta_t];
}
Some more thoughts: For a fullscreen game, there aren't many benefits of
using AppKit under non-OS X platforms, on the contrary. Benefits are
primarily with non-animated buttons and with 'generic-looking' text entry.
But if you're doing windowed stuff, you're suddenly blessed with menus as
well.
Your choice should definitely be only between SDL and AppKit. And this
choice depends only on whether you're going to go fullscreen and whether
you'd like to use pre-made UI widgets. For the game content itself, you
should do your painting with OpenGL (even for text labels), at which point
your use of Foundation should be the same no matter what framework controls
your main loop.
On Mon, Jul 14, 2014 at 2:48 AM, Germán Arias <[email protected]> wrote:
> Hi,
>
> I want experiment with games, my question is if is enough (in performance)
> using NSImages, NSTimers, NSAnimations... to build the game, or is better
> if I use something like SDL. The links below show examples of games I have
> in mind. I appreciate any advice.
>
> http://img.youtube.com/vi/ts3zQ3GObVk/0.jpg
> http://images.mob.org/androidgame_img/inotia_4/real/7_inotia_4.jpg
>
> Thanks.
> Germán.
>
>
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Ivan Vučica
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