Is there a forum that will be setup for discussing and planning all this or maybe a wiki? I havent read too much of whats going on or what the goals are....I joined this group since I am intersted in game development for Unix. I use FreeBSD, and I was planning to make a 2D game console using www.beagleboard.org and www.pygame.org Anyways that just a lil intro about me since I havent spoke to any of you guys before.
On Wed, Jun 17, 2009 at 11:43 AM, Luke Benstead <[email protected]> wrote: > >> 2009/6/17 Haroon Khalid <[email protected]>: >> > did someone say making a direct X type of lib is a bad idea? What else >> is >> > there you can do? The opengame art site has hardly any solid art. >> >> Yes I think that a DX type lib is a bad idea because we have the >> equivalent libraries already. I fail to see what benefit developing an >> all encompassing API will actually bring. Look at it this way, if I'm >> developing a networked desktop application with a database backend I'd >> research the most suitable GUI API, the most suitable networking API >> and most suitable database connection API for my language and >> circumstances. It doesn't matter that all three will use a different >> syntax because chances are they will take up a minimal part of the >> entire code of the application. Also that kind of modularity lets me >> choose one network API over another for my particular situation. >> >> Games are exactly the same, DirectX or OpenGL/SDL/OpenAL only make up >> a small portion of any reasonably complex game. The majority goes on >> game code: AI, file IO, logic, scene managers, UI elements etc. etc. >> and the most reasonably designed games will have abstracted the lot >> away coz (for example) you won't find DX on a Wii. There is very >> little benefit writing some kind of wrapper for the different >> component APIs (OpenGL et al.) we have because it's not really an >> issue. >> >> And then there is the age old saying.. "Write games, not engines" >> although you can obviously write a game using the APIs directly, the >> work has already been done a zillion times in various open source >> engines (Q3, Ogre, Irrlicht, Horde3D, Crystal Space etc. etc. etc.) so >> just use one of those instead of reinventing the wheel. >> >> That said, if you aren't using an engine, there are *some* gaps we >> could fill with C libraries to fit in with the GL/AL/SDL/DevIL stack >> to better match DX in features, including: >> >> 1. A 3D font output library >> 2. A 3D math library ( I tried this one: http://www.kazade.co.uk/kazmath/) >> 3. An FX framework library >> 4. A 3D model library (like DevIL for models) >> >> DX has those above 4 things included. But I reiterate I don't believe >> code libraries are the problem really, I think it's a lack of >> collaboration of resources and a lack of a central place on the >> Internet for the open games community for managing >> code/models/texture/sounds/teams and games. >> >> Luke. >> > >
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