(no title)
FaceKicker | 13 years ago
I would have expected it would be quite minimal compared to the work involved in developing the game itself, but I guess I must be wrong if there are "many" Windows-only OpenGL games.
FaceKicker | 13 years ago
I would have expected it would be quite minimal compared to the work involved in developing the game itself, but I guess I must be wrong if there are "many" Windows-only OpenGL games.
kabdib|13 years ago
eropple|13 years ago
Networking: Most folks building a bespoke networking layer seem to go with ENET, which is cross-platform.
Async file I/O: yup.
Threading libraries: something wrong with Boost Thread? (Boost gets coroutines, too, in 1.53, which I'm pretty excited about.)
Honestly, the biggest problem I see in writing a cross-platform game is device input. Trying to build a joystick/gamepad-based game for Linux and OS X are pretty painful. Fortunately I've lucked onto GLFW as a windowing toolkit, which handles the HID Manager boilerplate and other badness for them.
munchbunny|13 years ago
FaceKicker|13 years ago