Re: [tsc-devel] OpenGL vs. library
Ryan Gonzalez |
Sun, 15 Oct 2017 22:38:01 UTC
IMO sticking with SFML for now would be the best, but we could always
write the code in a way that allows for changing it later on.
On Sun, Oct 15, 2017 at 3:43 PM, Chris Jacobsen <…9@y…> wrote:
>> with the programming language topic sorted out, on to the next thing,
>> the base dependencies. I have originally thought about using raw OpenGL
>> (v3+), but have -- correctly -- been met with opposition from
>> kirbyfan. I would really like to have some OpenGL experience, but I have
>> meanwhile come to the conclusion that TSC is not the correct place for
>> that if it ought to go anywhere anytime soon. Given my limited amount of
>> time available, doing everything from that far down is
>> problematic. Thanks to kirbyfan for putting me back on track. I will
>> practise elsewhere.
>
> A possible compromise is to go ahead and do SFML for now and look at
> rewriting the renderer in modern OpenGL with shaders later.
>
> There is nothing inherently wrong in wanting to use a project to gain
> more experience with a technology. I also like the idea of using TSC to
> implement modern OpenGL, eventually.
>
> However, we do need to get something running for now, given the large
> amount of code that needs to be rewritten. If we think we will replace
> the SFML code eventually, we just should not spend excessive time over
> architecting our solution with it.
>
> Super Tux Kart eventually forked their own renderer in order to meet
> their needs. I'm sure we can find interesting uses cases in a custom
> rendering system. Some of the code SFML provides for rendering is
> pretty boiler plate, but, again, there's nothing wrong in wanting to
> implement it ourselves, eventually.
>
> -datahead
>
--
Ryan (ライアン)
Yoko Shimomura, ryo (supercell/EGOIST), Hiroyuki Sawano >> everyone else
https://refi64.com/