From: Kevin M. <ke...@vr...> - 2002-01-25 21:26:55
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good suggestion jon. Although I think a game could be shipped with the glut dll's, and the performance would be just fine in most cases. mosdt of it is just using the right functions (like using the GameGLUT functions introduced in 3.7)... Like you said, I'd definately start my game in glut. Then if performance ever bothers you (it's never bothered me, I've gotten 70-300 fps before (with vsync off of course)) you can write your own Window and Input classes for every platform (yay, no fun)... glut rules since it runs everywhere. and because it defines a nice API to use (i.e. no Win32 yuk API or programming styles to get in your way)... On Fri, 25 Jan 2002, Jon wrote: > At 02:40 PM 1/25/2002 -0800, Andres Reinot wrote: > >I have noticed, that the keyboard input in GLUT is piss-poor. It only > >catches one key at a time, and has that sticky-key thing that windows and > >text editors like to do. Is there a way to fix this, or is there a better > >input handler we could be using? > > GLUT is great if you have an idea and want to code it up quickly and > easily, but really shouldn't be used beyond the "demo" form of a game. > One good reason being most non-programmers don't have the glut dlls on > their systems (when you're ready for distribution)... another being you'll > want to have more control and flexability in setting up the window > properties, render, etc. > There's plenty of source out there to show you how to use Windows message > callback function to handle keyboard (among other things) feedback. > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |