![]() In comparison, since starting the framework transition back in August, SFML has already had two updates for SFML 2. Most importantly, SFML is being constantly updated, like I said earlier, the last stable release of Allegro 5 was back in January. ![]() In my tests, SFML handles this quite well, while Allegro has issues such as lack of transparency and defects with certain characters at small sizes.Ĭopyright symbols as enemies, because I can now! This is pretty reasonable for using TrueType Fonts that may not have data for all sizes, but software that uses a lot of text have algorithms that help keeps the quality of text consistent regardless of size. This is a big deal for anyone who is developing games that rely on text, such as games with ASCII graphics.įirstly, Allegro’s text rendering seems to struggle with rendering text that isn’t a factor of two, or below a font size of eight. The real seller for me is that SFML’s text rendering has a much superior output, but also support for wide literal characters. While neither have XInput Gamepad support directly, the SFML community have had no problems showing how easy it is to make an XInput wrapper for SFML. However, SFML does have shader support with little to no issues installing either the latest source code or direct download from their stable release. 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.
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