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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Wed Mar 15, 2006 12:54 pm    Post subject: libvgl [quote]

Anyone use it?
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NyanNyanKoneko
Wandering Minstrel


Joined: 12 Dec 2005
Posts: 98

PostPosted: Thu Mar 16, 2006 9:55 am    Post subject: [quote]

From what I understand, the library is a little simplistic, a kind of watered down SDL aimed more at console video mode switching than game development.

I'd stick with the big guys (SDL or Allegro).
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Mar 16, 2006 10:00 pm    Post subject: [quote]

My purpose for asking is not specifically for game development...I am considering Allegro because it has some GUI functions (I'll have to write my own functions in libvgl, which isnt a problem but it's a pain in the butt) but I more or less wanted to know if anyone has any actual user experience with the library.
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Bjorn
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Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Mar 29, 2006 8:23 am    Post subject: [quote]

Allegro's GUI functions are awefully outdated. If you're really into C code, void*, callbacks and ugly hacks, and don't mind being tied to a specific game programming library, go ahead.

Alternatively consider using Guichan. It works on top of either Allegro, SDL or OpenGL, is C++ and has a extendable design. We use it in The Mana World for example. One of the example programs shows how it can be made to look like a classic RPG.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Mar 30, 2006 11:40 pm    Post subject: [quote]

I don't mind being tied into one API, callbacks, C, ugly hacks, or something outdated. But void pointers? No thanks. :)
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