Problem is that people , coders and users, tend to underestimate the
complexity of game development.

99% of the technology we use nowadays is game based.

Powerful GPUs utilized by consumer computers and supercomputer alike to
deal with highly complex problems like cancer research and simulations of
the Bing Bang.

Massive memory that is millions time large than technology that existed 30
years ago. A computer with 128GB of memory is exactly 1 million times
bigger than my first computer with 128 kbs of memory that will become 30
years old in exactly one year.

Massive super fast hard drives.

Multi core CPUs

The internet.

Anything you look around you has so massively progressed , only because of
high end games that have created the most profitable business for half a
century. No other kind of software comes remotely close to pushing the
hardware to such extremes and yet being so massively popular as high end
games.

So game APIs are extremely complex even for the simplest games. In Python
for example we have , or rather had , Pygame , it’s as massively popular
with beginners game developers as its massively unpopular with profession
or very experienced amateur game developers. The latest Pygame is basically
SDL with some extra game stuff.

Why people don’t use it beyond proof of concept ?

One word

“Simple”

What the rest of the computer world pursue as the holy grail in game
development is nothing more than a bad allergy .

Why ?

Because You will be far better in embracing the extremely complex engines
on the market even for the creation of the simplest games. The moment you
decide that using such an engine is an overkill for your so simple needs
and that you don’t have to endure their very steep learning curve is the
moment you condemn yourself to a full rewrite if there is a remote chance
of taking the game one step further.

We all know how much fun full rewrites are.

In short making games is no game.

Go use a professional engine and you can thank me later.
On Thu, 28 Dec 2017 at 19:53, Clément Bera <[email protected]> wrote:

> On Thu, Dec 28, 2017 at 4:39 PM, Hilaire <[email protected]> wrote:
>
>> What is the reason using Cairo over SDSL? Is not SDL just enought?
>
>
> My understanding is that SDL provides the surface to draw on as part of
> the window, but not a 2D vector graphic engine on top. You've got only draw
> Line/Rect/pixel functions in SDL. To render a svg/png/jpeg that you want
> for games on the SDL surface, the normal way is to use a third party
> library such as Cairo.
>
> For 3D I believe people use SDL combined with open GL or direct3D instead
> of Cairo but I don't know the details.
>
> For events (keyboard, mouse, joypad) I use SDL event management and it
> works differently on each OS. I wrote in the readMe the different set-ups
> to make it work on each OS. On Windows and Linux I can use the latest
> Pharo. On Mac I use old Pharo 5 images.
>
> I guess it's possible to use SDL for audio, but it seems there is no code
> relative to audio in the SDL binding and in OSWindow in Pharo. That's why I
> did not go that way. I tried multiple things but I successfully run audio
> code in Pharo only with the openAL binding and .wav file (and even in this
> case, I had to install external librairies in Mac OS...).
>
> Whichever if Cairo stays around or not does not really matter, normally
> one uses Cairo through Athens or Sparta, abstraction layers on top of 2D
> graphic engines. I've worked with other 2D engines and the API are always
> almost the same, so I have no doubt that if Cairo support is dropped we can
> re-bind Athens/Sparta with another 2D engine (such as engines used by web
> browsers).
>
>
>>
>> Hilaire
>>
>>
>> Le 25/12/2017 à 19:32, Clément Bera a écrit :
>>
>>>
>>> https://github.com/clementbera/wizard-battle-arena
>>>
>>> https://github.com/clementbera/SpiderInvasion
>>>
>>> Audio has always been a problem to me. I successfully run audio files
>>> with the open AL binding, but I failed to do so cross-platform. Already
>>> key-bindings coherent cross platform is difficult.
>>>
>>>
>> --
>> Dr. Geo
>> http://drgeo.eu
>>
>>
>>
>>
> --
> Clément Béra
> Pharo consortium engineer
> https://clementbera.wordpress.com/
> Bâtiment B 40, avenue Halley 59650
> <https://maps.google.com/?q=40,+avenue+Halley+59650%C2%A0Villeneuve+d'Ascq&entry=gmail&source=g>Villeneuve
> d
> <https://maps.google.com/?q=40,+avenue+Halley+59650%C2%A0Villeneuve+d'Ascq&entry=gmail&source=g>
> 'Ascq
> <https://maps.google.com/?q=40,+avenue+Halley+59650%C2%A0Villeneuve+d'Ascq&entry=gmail&source=g>
>

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