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Programming Entertainment Games IT Technology

Is There Life Beyond DirectX? 79

Zangief asks: "Almost any gamer has, at some point, the idea of making their own game. I am no exception, so I've been playing around with SDL, which appears to be the logical decision over the craziness of DirectX. However I have also noticed that other alternatives, such as ClanLib. There is something else? Are there any other libraries, dev-kits, or tools that would be good for indie developers?"
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Is There Life Beyond DirectX?

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  • CrystalSpace (Score:5, Informative)

    by Aztek ( 260107 ) on Tuesday September 23, 2003 @10:29PM (#7040088) Homepage
    check out http://crystal.sf.net its good library to start you on the road of game programming in 3D
  • Allegro (Score:5, Informative)

    by MBCook ( 132727 ) <foobarsoft@foobarsoft.com> on Tuesday September 23, 2003 @10:31PM (#7040098) Homepage
    I used to program for Allegro, which was nice. I haven't touched it in quite a while (got busy with other stuff), but it does support quite a bit.

    Allegro Homepage [demon.co.uk]

    • Re:Allegro (Score:5, Informative)

      by i0wnzj005uck4 ( 603384 ) on Tuesday September 23, 2003 @10:34PM (#7040118) Homepage

      Actually, it's been moved here [sunsite.dk]. Also, Allegro's recently gotten a Mac OS X port. If you're only really interested in 2D game creation, Allegro is King in my book. However, its 3D routines are all software-based, and getting OpenGL working with it is a bit of a pain (google for Allegro GL). This will change, I think, as there's been a lot of talk about massive changes in the lib for version 5.

      There's also OpenPTC (don't feel like looking for the link right now), which IIRC is massively cross-platform.

      • Re:Allegro (Score:3, Informative)

        by cjellibebi ( 645568 )
        Actually, Allegro's official homepage is http://alleg.sourceforge.net/ Allegro started off on DOS, but there are now fully fledged ports to Unix (Linux, FreeBSD, Irix, Solaris, Darwin), Windows, QNX, BeOS and MacOS X. One of the differences between Allegro and SDL is that Allegro is a higher level library than SDL, meaning that it takes less code to accomplish certain tasks at the expense of some (but not much) control. Also, there's more to Allegro than SDL (such as data-file managment and a GUI, althoug
    • Wow, Allegro lives? I used to use that back in the mid-nineties for DOS games.

      If it now finally works under windows and other platforms, I'd definitely recommend it.

      SDL is great, too. It really is very easy to use (for 2D, at least) and quite portable.
  • Allegro (Score:1, Redundant)

    by frankjr ( 591955 )
    Also don't forget about Allegro (alleg.sf.net), which is pretty easy to use, and can be used on many platforms, even the lowly MSDOS.
  • by Henry V .009 ( 518000 ) on Tuesday September 23, 2003 @10:34PM (#7040117) Journal
    Here is the mother lode: http://www.flipcode.net/ [flipcode.net]

    Really it depends on what sort of game you plan to be developing. If you are going to try out life as a small independant designer, you might want to try out some Flash stuff. I'm serious. Some people crank out a bunch of shareware Flash games. They're fun and easy to distro.

    If you are looking at bigger projects, or trying to learn the coding side to things, you can pick apart one of the game engines in the above site. If you want to learn the real technique behind graphics, then you need to learn DirectX or OpenGL. That is where the real stuff gets done at the moment.
    • by Anonymous Coward
      Gamedev.net [gamedev.net] has a TON of resources relating to game development, including a giant reference section [gamedev.net] which points to a lot of information about anything game-related.

      Related to your question, a good compromise between low-level OpenGL and a full game engine [crystalspace.org] (or even a commercial one here [garagegames.com]) would be GLUT [xmission.com]. Instead of giving a piss-poor explanation of what the GLUT library is all about, I'll just point you to their FAQ [opengl.org]. For sound there is OpenAL [openal.org] or the ubiquitous FMOD [fmod.org].

      Depending on what you're looking fo
  • OpenGL Widgets (Score:5, Informative)

    by Tyreth ( 523822 ) on Tuesday September 23, 2003 @10:37PM (#7040128)
    I highly recommend you check out the GiGi library if you are using OpenGL. It provides you with a set of widgets to use in your OpenGL project. It works very similar to Qt with a slots and signals system.

    GG [sourceforge.net]

    As the sourceforge site says:

    GiGi is a small, efficient, and feature-rich C++ GUI for SDL and OpenGL. It is uses frame-based rendering and has fully customizable graphics, making it ideal for use in low- or high-frame rate applications and games.
  • In a word: CG (Score:2, Informative)

    by Anonymous Coward
    CG is C for Graphics. You can use it write really awesome graphics directly to DirectX or OpenGL. http://www.nvidia.com/object/cg.html

    Still, if you want a unique game, with a unique feel, you'll probably end up writing some assembly, and mostly C/C++ for OpenGL.
  • by Phleg ( 523632 ) * <stephen AT touset DOT org> on Tuesday September 23, 2003 @10:56PM (#7040237)
    Check out Programming Linux Games, by a Loki developer by the name of John Hall.

    It goes over SDL in depth, and shows how to integrate OpenGL into it as well. As well, it touches on some other APIs of note, such as SVGALib, GGI, ClanLib, OpenGL, Plib, Glide, Xlib (for video), GTK+, TK, Fltk, Qt, and SDL_gui (for menu widgets), OSS, ALSA, ESD, and OpenAL (for audio), and cl, Guile, and Scheme (for scripting).
  • pygame (Score:3, Informative)

    by iradik ( 247593 ) <ossix.ossix@net> on Tuesday September 23, 2003 @11:04PM (#7040287) Homepage
    you might try getting strated with pygame [pygame.org], a wrapper to sdl for python.

    obviously if you need every single cpu tick to count, you shouldn't use this. but, it can do 30 frames per second if you write good code.
    • Re:pygame (Score:3, Interesting)

      by fredrikj ( 629833 )
      And don't forget you can pair Pygame with PyOpenGL [sourceforge.net]. By moving all the pure drawing to hardware, I'm pretty sure you could free enough CPU cycles to get a game like Doom or Quake running on a decent computer.

      Yep, even in Python. It's commonly heard that Python can perform 100x worse than compiled C. But hey, computers are 100x faster today than they were when Doom came out.

      And there's the JIT-like Psyco [sf.net] which generally boosts Python code performance by 4x or so.
  • just Mod? (Score:3, Interesting)

    by Lord Bitman ( 95493 ) on Tuesday September 23, 2003 @11:26PM (#7040397)
    There are engines already built and out there, completely open for your use. Some of the best-selling games over the past couple years have been Mods built onto existing game engines. Why fuck with SDL/DirectX/ANYTHING when you can start off building a game, instead of an engine?
  • Realistically? (Score:4, Interesting)

    by Time Doctor ( 79352 ) <zjs@zacharyjackslater.com> on Tuesday September 23, 2003 @11:34PM (#7040440) Homepage Journal
    SDL seems like the only choice. Unless you specifically want/need DOS support, or a few other platforms other libs will get you, SDL supports a large number and has gone beyond the critical mass of 1) things that use it 2) developers interested in it and 3) employed developers who spend time caring about it (Even if it's in their off time :)

    SDL has also of course been used for a number of commercial games, I've used it myself with regard to two ports - One from windows which already used SDL and was extremely easy to port, and the other from Mac OS (not X) that was difficult to port and we added SDL to that so it can just as easily go to windows, BeOS, etc.
    • And to boot, it seems to support a large portion of the audio/video out options for mplayer, so much so that one could remove those choices from everything except one common sdl config file.

      I don't know if anyone's done such a thing, of course, or how fast/slow sdl is.
  • java (Score:4, Interesting)

    by BortQ ( 468164 ) on Tuesday September 23, 2003 @11:56PM (#7040530) Homepage Journal
    Depending on the game you plan on making you should consider java as an option. It's an easy path to cross-platformness, and has some good deployment options (i.e. web start).

    Sun has recently started paying more attention to java as a gaming platform and has been pushing java along with OpenGL as their solution.

    • by pmz ( 462998 )

      It's an easy path to cross-platformness, and has some good deployment options (i.e. web start).

      Does anyone have solid experience with Java 2D, Java 3D, and the Java Sound API? These would probably be the make-it-or-break-it aspects of Java for gamers.
      • java3d (Score:1, Informative)

        by Anonymous Coward
        I've used Java3D extensively for some CAD prototypes. It is very easy to use once you get a feel for it; the latest version lets you start off with utility methods for creating a simple screengraph (with one method call). From there you just create Shapes, define their geometry, add them to the scenegraph, finally add the scenegraph to a Canvas3D, open a Frame (aka Window) with the Canvas3D in it, and you're done.

        There are some tutorials on using the built-in collision detection routines (these are behavio
  • Torque [garagegames.com] appears to satisfy most of what you are looking for. It's the Tribes 2 engine available to indie developers for $100/programmer.

    I haven't worked with it personally, but I have looked over the feature set and demos and it appears to be a very capable game development platform.

    Just remember, you need a game design, good artwork, and competent coding. There's more to game creation than "wouldn't it be cool if..." (though that's where good games start!)

    Good luck!
    • Torque engine took quite awhile to get it working, the first year was like pulling teeth on hardware support.

      Not sure if the engine and license is worth it, there are more open licenses and engines out there. Garage games does help you sell the game thou, might be a good trade off.

      OF course its only 100K USD for Unreal2003 license.
      • What did you mean by "the first year was like pulling teeth"? Did you mean that when Torque first came out, hardware support was iffy, but now it's settled? Or did you mean it took you a year to work out hardware support issues, in your game code? I'm thinking about adopting Torque for my own indie efforts, so I'd really like to hear what you think about it. It looks like a really nice engine.
    • Thanks for a great heads up! I'm looking at Torque now for my own indie efforts -- it looks really cool, and has great documentation. I like their licensing, too, and the fact they'll help you sell your stuff. Really nice group of people, apparently. Actually, after checking out their site last night, I was so blissed out I couldn't focus on anything for like, an hour. Sigh; wonnerful, wonnerful, wonnerful... ;)
  • Gotta ask (Score:3, Interesting)

    by NanoGator ( 522640 ) on Wednesday September 24, 2003 @12:18AM (#7040632) Homepage Journal
    What's wrong with DirectX?

    From what I understand, it's a pain in the ass sometimes, but it's got some strengths that are hard to ignore:

    1.) Well supported. Works across 98, 2k, and XP. That's MILLIONs of machines there.

    2.) DirectX not only handles graphics, but sound and input as well. It's just not somethting you get from OpenGL.

    3.) It's always growing. Supposedly they always have new features and stuff going into DirectX. Can't say I know how that compares with other API's, but it seems like Nvidia and ATI are always doing something with MS there.

    For the record, I really am asking "what's wrong with DirectX", as opposed to using that as a clever way of saying they should be using it. I'm not the most informed person on this topic and I welcome some education on the matter.

    • by *xpenguin* ( 306001 ) on Wednesday September 24, 2003 @12:23AM (#7040662)
      OMG IT DOESNT RUN ON LINUX1@#!@#$ HOW DARE YOU RECOMMEND IT, NOOB

      Wine X post in 3.. 2.. 1..
      • ...Windows 95, Mac OS X, FreeBSD, NetBSD, OpenBSD, BeOS, OS/2, Solaris, HP-UX, DGUX, AIX, IRIX, Tru64 and a flock of others. Which means that my wind-tunnel DEC Alpha box with the fancy 3D hardware ain't on the list, boo, hiss.

        The big problems will come when your game has to be RMS/DRM-compliant to run at all.

      • by NanoGator ( 522640 ) on Wednesday September 24, 2003 @12:33AM (#7040702) Homepage Journal
        "OMG IT DOESNT RUN ON LINUX1@#!@#$ HOW DARE YOU RECOMMEND IT, NOOB"/I.

        I know you're joking, but Linux isn't the platform I'd develop an indie game on. It'd be kind of like advertising viagra on Slashdot. You have to think about how big your audience would be here...
        • Viagra... big... uh huh huh.
        • Re:Gotta ask (Score:4, Interesting)

          by bluGill ( 862 ) on Wednesday September 24, 2003 @10:13AM (#7043476)

          Depends. Linux might be a better market to develop games on. It has a bunch of users are might be interested in a game. The origional Galatic Civilizations was a good game, but wouldn't have gone near as far if they targeted Windows instead of OS/2. By targeting a small system you can get a large percentage of users, while targeting windows means you only get a small percentage of a large number. Depending on how things work our exactly the latter can be much less than the former.

          Remember there are few linux games. Those who run linux may be willing to buy a few games, and they only have a few games total to buy, so they can buy most of them. With Windows you have many different games to choose from, so those willing to buy games only buy a small number.

          If you are making the next doom or MYST (by which I mean a game that explodes and everyone gets it, not any partular catagory of game) then target windows because you will get more sales. If you are making a standard game you have to set realistic expentations. Why would a windows person buy your ok game vs some other ok game? With linux it is why would someone buy your ok game vs not buying a game at all.

          This is a marketing decision. If your expectations are reasonable you can make better decisions than if they are wrong. Of course it goes both way. If you make a game that could explode except it is limited it to linux you just lost a lot of potential sales.

          Cross platform development makes a lot of sense. You target one platform, and once the game is out you do market research. Find that something else would make enough sales, and you port to that. In theory it is easy, in practice a little more difficult.

        • Re:Gotta ask (Score:1, Redundant)

          by Tyreth ( 523822 )
          However, people don't use Linux for games because Linux doesn't have games.

          Therefore, by that reasoning, putting viagra in the hands of slashdotters would result in them living 'active' lives.
        • You have to think about how big your audience would be here...

          Is that how big each person in the Slashdot crowd is, or how many would find Viagra useful?

      • Re:Gotta ask (Score:3, Interesting)

        by Joe Tie. ( 567096 )
        As someone who used to do a lot of development with DirectX, I can attest that this can be a pretty bad thing. Not so much that it doesn't work on Linux, but that it only runs on Windows. This isn't a big deal if you don't think you're ever going to use anything else. But if something better suited to ones needs does pop up one day, there's going to be a lot of porting from DirectX to do. I switched to Linux a couple years back, and I've still got code I need to port. But using SDL and OpenGL now, if I shou
    • Re:Gotta ask (Score:3, Insightful)

      by 0x0d0a ( 568518 )
      * It doesn't run on anything but Windows.

      * You may not *like* portions of it. There isn't a very convincing reason to use a single combined API to do both 3d graphics and sound (at least that I can think of). If you use smaller, more modular APIs, you can use precisely what you like the most.

      That being said, it's well supported and tested by Microsoft, and it's free.
    • 1) poorly supported; SDL+OpenGL does masses of platforms and targets (e.g. X, framebuffer, aalib) within those platforms that DirectX won't;

      2) SDL does more with sound and input than DirectX, and handles stuff like enumerating CD drives, handles events that DirectX knows nothing of, and you can use parts of it (you needn't ship interfaces to all);

      3) DirectX grows unpredictably and in directions ordained by Microsoft; SDL is GPL, make of it what you will.
    • Re:Gotta ask (Score:2, Interesting)

      i haven't looked too much into DX9, but historically (right up through DX8), the interfaces DirectX provides are convoluted and difficult to use. in fact, initialization for DirectX (in DX8) took over 800 lines of C++, IIRC.

      by contrast, OpenGL only requires about 100 lines of C.

      and that's just for initialization. DirectX has other issues, such as its coordinate system (opposite that of OpenGL) and its matrix system (transposed from that of OpenGL), which make it very difficult to write code that uses bo

      • Re:Gotta ask (Score:3, Interesting)

        by zero_offset ( 200586 )
        I get so tired of the "lines of code to initialize" argument. I have an init routine in a DX9 D3D C# program that only requires about 20 lines of code. Big deal. It proves nothing.

        Handedness of the coordinate system is also relatively arbitrary. The DX LHS is a good match for computer-generated data, particularly for mapping 2D coordinates into a 3D space. One is not "more correct" than the other, and conversion is trivial.

        MFC sucks, but as of DX9 the relationship is trivial at best if you're programmin

      • FYI, MFC is so fscked, that even Microsoft is abandoning it. M$ has been preaching .Net to replace it. Yes maybe 1%-2% of the future Windows apps may need to use it, but today, .Net is M$s' solution.

    • Re:Gotta ask (Score:5, Insightful)

      by ChaosDiscord ( 4913 ) on Wednesday September 24, 2003 @12:46PM (#7045339) Homepage Journal
      What's wrong with DirectX?
      1.) Well supported. Works across 98, 2k, and XP. That's MILLIONs of machines there.

      Not well supported. Doesn't work on MacOS, PS2, or GameCube. That's millions more machines. Because it's proprietary, it's unlikely to ever be supported on those playforms.

      2.) DirectX not only handles graphics, but sound and input as well. It's just not somethting you get from OpenGL.

      Apples to oranges. That's like saying, "OpenOffice not only handles word processing, but spreadsheets and presentation graphics as well. It's just not something you get from Microsoft Word."

      DirectX is just a big label covering a number of different technologies (DirectSound, DirectDraw, Direct3D, DirectInput, DirectPlay, and other). The ties between them are minimal. OpenGL's match is Direct3D. If you want a similar package that provides a wide variety of support, look to toolkits like the SDL.

      3.) It's always growing. Supposedly they always have new features and stuff going into DirectX. Can't say I know how that compares with other API's, but it seems like Nvidia and ATI are always doing something with MS there.

      DirectX on the whole has largely stabilized. This is actually good, it means that developers can spend less time worrying about the API of the week a focus on writing games. The only part that is in heavy flux is Direct3D. Direct3D's more open counterpart, OpenGL, is also in heavy flux and manages to keep apace of Direct3D's new functionality.

      Ultimately, the big problem is that DirectX is proprietary. If you want move to another system (like the growing Mac market) your use of DirectX becomes a burden to rewrite.

  • by Joe Tie. ( 567096 ) on Wednesday September 24, 2003 @12:33AM (#7040704)
    There's an SDL port to KOS, a small operating system which runs on the dreamcast. So most of your experience with SDL will translate into an easy path to developing for an actual console.

    • > Criticism comes easier than craftsmanship. -Zeuxis, 400 B.C

      Heh, I wonder who he was criticizing when he said that. I can almost see him turning up his chin as he said it...

  • pygame (Score:4, Informative)

    by Ramses0 ( 63476 ) on Wednesday September 24, 2003 @12:42AM (#7040749)
    I'm sure other people have pointed it out, but pygame is an excellent choice to get started. Python is fun and easy (*criminally* fun and easy), and a lot of the wrapper classes will use similar names as the real-deal c/c++ libraries.

    Seriously. I made a graphical mp3 juke-box player (like for drunk people at parties), and my code to keep music playing looked something like:

    def keep_music_playing():
    if !pygame.sound.is_busy():
    song = get_song()
    pygame.sound.play( song )
    else:
    pass

    def main():
    thread.start( keep_music_playing, 5000 ); ...*so* much is taken care of for you already. Don't trust my code, as I haven't untarred my 10gb home directory backup (and I'm not going to) in order to tell you how easy PyGame makes things. :^)

    --Robert
  • Q by Qube Software (Score:4, Interesting)

    by CrosbieFitch ( 694308 ) <crosbie@cyberspaceengineers.org> on Wednesday September 24, 2003 @04:50AM (#7041699) Homepage
    If you're looking for something better than Direct3D, you should check out the Q engine by Qube Software.

    Q 3D Engine [qubesoft.com]
    (FREE DOWNLOAD for Windows & Linux)

    You may be interested to note that this is produced by some of the same engineers who produced Direct3D. Can't be that bad then eh?

    PS I once worked for Qube, so I'm probably biased. :)
  • What about tinyptc?

    It offers three basic functions, open() close() and update(), which is all you acually need, and it's very simple.
    Homepage [gaffer.org].
  • Yes, if you don't use it.
  • by CTho9305 ( 264265 ) on Friday September 26, 2003 @09:40AM (#7063089) Homepage
    NeHe's [gamedev.net] site has lots of good tutorials.

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