SDL与GLFW? [英] SDL versus GLFW?

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问题描述

有什么优点和缺点每个?看来他们达到同样的目的。我有各自一些演示和他们似乎差不多。性能或跨平台明智的,是其中一个比另一个更好?

What are the pros and cons to each? It seems they serve the same purpose. I have a few demos with each and they seem about the same. Performance or cross platform wise, is one better than the other?

我发现的唯一的事情是,SDL似乎有更多的帮手库(字体,图像,混频器,内置音效的支持,等等)。

The only thing I notice is that SDL seems to have more "helper" libraries (fonts, images, mixer, built in sound support, etc).

在其网站上,GLFW声称自己是更多的OpenGL的专注,但仍必须使用GLEW得到任何新的OpenGL特性(与SDL相同)。

On its site, GLFW claims to be more "OpenGL" focused, but still have to use a GLEW to get any newer OpenGL features (same with SDL).

我猜我倾向于使用SDL现在(更成熟,更多的功能,更多的社区)。在那里我已经错过了任何原因GLFW站出来,我应该用它代替SDL?

I guess I'm leaning towards using SDL now (more mature, more features, more community). Are there any reasons I've missed why GLFW stands out and I should use it instead of SDL?

推荐答案

我不熟悉GLFW,但我从来不喜欢SDL因为它试图接管你的程序太多的责任,迫使你写一个SDL应用程序,而不是一个使用SDL应用程序。在另一方面,如果你是一个初学者或者如果没有联想到SDL框外,这可能是一个加你的程序的好处。

I'm not familiar with GLFW, but I never liked SDL because it tries to take over too much responsibility from your program and force you to write an "SDL application" rather than an "application that uses SDL". On the other hand, if you're a beginner or if your program benefits from not having to think outside the SDL box, that might be a plus.

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