I think I am running 1.2.12 |
If any functions/docs mention "surfaces" or "blitting", then you are using SDL 1.x.
Surface to surface blitting has not been hardware accelerated in about a decade.
I'm just trying to figure out the syntax and how to get graphics to run properly |
That's kind of my beef with SDL. You're learning how to do that stuff as it was done 15 years ago. The way its done now is totally different.
but I found a really good tutorial on SDL and decided to just give it a shot. |
It's true there are many more tutorials for SDL because it's been around longer (a lot longer -- it's
really old). So it might be easier to learn SDL than to learn SFML.
Really it's your call. Just don't expect to get good performance out of it... and know that it's old and does things in ways that aren't done any more.
How well would you rank SFML on a scale of 1 - 10? |
Numerical scales are kind of arbitrary, so it's hard for me to give a number. I will say that SFML 2.0 is superior to SDL 1.x in many ways. It's much easier to list the things SDL 1.x does better... so I will:
1) SDL has more tutorials available for it.
2) SDL is ported to more platforms.
3) SDL has a larger user base.
4) It's typically easier for newbies to set up SDL than SFML (though this might have changed with the recent official release of SFML 2.0).
Apart from those points... pretty much everything else that SDL 1.x does.. SFML does better.
CaptainBlastXD wrote: |
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Also check out OpenGL on C++ |
I would not recommend OpenGL or DirectX to absolute beginners starting out with graphics programming. Using either of them effectively requires you understand a great deal about the rendering pipeline and is very likely to be overwhelming.
the prince is right to start with an abstraction layer that simplifies it.