geroldboehler
2004.08.29, 08:34 AM
hi all
my name is gerold and i'm new to this list. sorry for the message title
but its hard to pack so many questions into one line. i have quite a mess
in my head so if anyone could help me clean up.
my situation is as follows:
i am developing a game (guess) which should be portable. therefore i keep
all the graphics and i/o stuff in seperate classes (bridge pattern approach)
and implement the graphics engine seperate for each plattform.
now, i don't want to reinvent the wheel over and over again, so i
use opengl for visualisation because it's available on unix and win platforms.
now i have some questions:
unfortunately i'm new to opengl so there's some confusion about it.
please tell me if the following is correct:
the opengl library is the same on every platform.
only stuff like window creation or setting pixelformats is platformspecific.
therefore it should be possible to write seperate initialisation code for different platforms and use the same opengl render code for all platforms.
now the following questions arise:
i develop the game logic in c++, only using the standard c++ library. now, to implement the visualisation as described above there's some confusion concerning the mac implementation of opengl:
i'd like to implement everything in c or c++. therfore i have to use the carbon framework. but it seems to me as if carbon is something that's not beeing used much anymore so i am not sure if this is the way to go (is it?)
more questions about opengl/mac development.
are the following assumptions correct?
- agl is the mac specific implementation of opengl calls that are system specific
- gl is the standard opengl library
- glut is a kind of wrapper around gl that hide's the system specific stuff and
provides a standard portable interface but leaks performance
- carbon framework provides libraries and support for procedural languages (c, ...)
- cocoa is the same as carbon, only for objective-c
thanks for you support and for this great forum
gerold
my name is gerold and i'm new to this list. sorry for the message title
but its hard to pack so many questions into one line. i have quite a mess
in my head so if anyone could help me clean up.
my situation is as follows:
i am developing a game (guess) which should be portable. therefore i keep
all the graphics and i/o stuff in seperate classes (bridge pattern approach)
and implement the graphics engine seperate for each plattform.
now, i don't want to reinvent the wheel over and over again, so i
use opengl for visualisation because it's available on unix and win platforms.
now i have some questions:
unfortunately i'm new to opengl so there's some confusion about it.
please tell me if the following is correct:
the opengl library is the same on every platform.
only stuff like window creation or setting pixelformats is platformspecific.
therefore it should be possible to write seperate initialisation code for different platforms and use the same opengl render code for all platforms.
now the following questions arise:
i develop the game logic in c++, only using the standard c++ library. now, to implement the visualisation as described above there's some confusion concerning the mac implementation of opengl:
i'd like to implement everything in c or c++. therfore i have to use the carbon framework. but it seems to me as if carbon is something that's not beeing used much anymore so i am not sure if this is the way to go (is it?)
more questions about opengl/mac development.
are the following assumptions correct?
- agl is the mac specific implementation of opengl calls that are system specific
- gl is the standard opengl library
- glut is a kind of wrapper around gl that hide's the system specific stuff and
provides a standard portable interface but leaks performance
- carbon framework provides libraries and support for procedural languages (c, ...)
- cocoa is the same as carbon, only for objective-c
thanks for you support and for this great forum
gerold