Yeah, I'm certainly not suggesting you necessarily rip off implementation, just possibly API design. But to be fair it has been a while since I used that API - maybe the design is crap by comparison to others these days. OpenGL or DirectX for quick rendering is definitely the way to go under the covers.<br>
<br><div class="gmail_quote">On Sat, Apr 9, 2011 at 8:05 AM, Adam D. Ruppe <span dir="ltr"><<a href="mailto:destructionator@gmail.com">destructionator@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<div class="im">On Fri, Apr 08, 2011 at 09:50:11PM -0700, Cliff Hudson wrote:<br>
> So is the objective to create a windowing library, or a drawing library for<br>
> (for example) games?<br>
<br>
</div>Drawing. I have a windowing library in the works too, but it's much much<br>
more effort (even building off existing ones!) so it won't be ready to share<br>
for a long time still.<br>
<div class="im"><br>
> If you are building a drawing library, I'd definitely co-opt an existing one<br>
> (SDL would be a good place, in particular since its license seems favorable<br>
> and the API is well known.)<br>
<br>
</div>I actually find SDL's drawing facilities to be almost useless... in my D1<br>
game lib, even doing NES type games, I found it was simply too slow and<br>
redid the graphics with OpenGL.<br>
<br>
It's image loaders and sound/music parts are good though.<br>
<div class="im"><br>
> I don't know if it is popular with<br>
> this crowd, but Microsoft DirectX or the XNA Framework might be a good place<br>
> to go for pattern ideas as well.<br>
<br>
</div>I've heard good things about XNA, but I've never used it...<br>
<br>
</blockquote></div><br>