Blegh…
Trying to do my homework to get a good API integrated together.
So far I know I need OpenGL 3.0 and OpenGL Math… using SDL for the user interface and devices.
Those are fun to try and reincorporate into each other in a more streamlined way. OpenGL SDK 2.0 includes GLUS… which is Open GL plus Open GL Extension Wrangler (GLEW) and OpenGL FrameWork (GLFW)… Hah see where I’m getting lost here?
GLFW would be a redundancy to use because SDL comes capable of handling windowing… so I want to nix that out… and GLEW is only useful under certain circumstances… instead of running baseline libraries different processors sort of transcended the functionality of the state of GL at their release… and the increased CPU/GPU op codes and environmental capabilities were compensated for with extensions… except ■■■■ from that timeframe is all more or less consolidated into newer releases of GL.
Trying to create a good legacy type compilation of libraries for anything that supports GL 3.0. Something that will always hold up for baseline programming with a wide range of compatibility.
Sucks that that still nixes out anything that uses OpenGL ES… unless I incorporate that as well. I guess I could center the focus around SDL 2.0 compatibility arch…
Damn got my head wrapped around all of that stuff but barely and without any real confidence at this point.
But the need to incorporate better handling and synthesis of sound has me reaching out there… and beyond that having networking included is coming up with a couple dozen options that have no real outstanding winner.
Got so much more homework to do before I feel another moment of clarity… and my head is hemorrhaging at the site of any new influx…
Anyone have experience with coding sound or networking? I know SDL is going to do fine for playing music or sounds and all that… but what about sound manipulation. I saw that Open Audio Language handles things like sounds over distance and the Doppler effect.
My goal is to create games that aren’t visual intensive… but instead use a lot of tricks to increase immersion by having more aspects of reality properly simulated. Focusing on lighting and sound… not so much photorealistic graphics and certainly a huge step down from the use of textures at all.