![]() ![]() Like Allegro, SFML is a set of C++ libraries that can be used to develop games for PC, Mac and Linux with experimental Android and iOS ports. Also Xbox 360 controllers are recognised as DirectInput devices, which does have some limitations, specifically with the analogue trigger buttons. It wasn’t worth it, and if it was a struggle for me to get it to work, then it would be worse for me to help get the game running for other people. My attempts to get the unstable builds to work have been less than futile, and even when I finally got a functional build of the unstable release, I was met with a lack of certain libraries to run shaders (namely libpng1_6.dll). While shaders are a feature of Allegro 5’s unstable builds, there is the issue of stability and compatibility. Specifically shader support for effects, and gamepad support beyond DirectInput. ![]() The last stable build of Allegro was back in January, yet it lacks certain features that you’d find in other C++, C# and even Haxe frameworks. Allegro 5 has limitations, which makes some of my concepts for Gemstone Keeper less feasible. ![]() I could rewrite the code with Allegro 5 with my experience and confidence behind me, but… If I was going to update the current code, I needed a framework that could satisfy the needs of a new system. Now that I have graduated, and have gotten a full time job, I have a bit of flexibility and less pressure for me to make some improvements.
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