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Finally, bringing (some of) the nice features of SFML to C. SFML, for me, has just the right amount of control over GPU things without having to really know th
by rileyphone 10y ago
Finally, bringing (some of) the nice features of SFML to C. SFML, for me, has just the right amount of control over GPU things without having to really know the OpenGL pipeline.
- jadbox 10y agoAny reason to just use SFML over this?
- rileyphone 10y agoSFML is a C++ library, so it provides some of the abstractions C++ has. If that's your cup of tea, I'd recommend SFML.
- eggy 10y agoThere's always CSFML, an official binding of C to SFML. I don't know C++. I am finding C to be a break from all of the new PLs I've been playing with. A sort of return to basics for me. It was my first language (well, after BASIC ;)).
- bananaboy 10y agoI've found SFML to be quite inefficient if you use it naively (e.g. by using their built-in render target implementation or by creating a lot of sf::Sprite objects). There's no batching and they reset the current shader after every draw call so it never lazily sets it which can cause performance problems on some drivers. They set a LOT of OpenGL state unnecessarily. It's okay for prototyping things or if you really don't care but if you want to do things efficiently you need to start pulling it apart (or just go straight to OpenGL).