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- Oct 14, 2008
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- 21
Im beginning game dev after a few years of understanding programing languages, at first i thought SDL was a clear way to go for great compat. across many systems, but that soon became impossible...
i wanted to used svg with good looking graphics and some interesting lighting effects. Although there isnt much info out there explaining this specifically, it seems to me that sdl cant handle the kind of effects i want.
Plus opengl would give me room for cel shading, and all of the fun stuff the world can possibly be made of.
(also learning opengl is a gateway to a lot of other doors, in many ways).
so basically i decided to choose python+opengl, i thought about sticking with c or whatnot, but i really enjoy everything about python.
that leads me to opengl ES for our beloved pandy, i wanted to know the differences between es 2.0 and the regular GL so that i could use functions that would be usable in both, thus reducing the 'porting' needed to 0 or nearly so.(from embedded devices to pcs)
also, im assuming a few things:
first that functions in ogl ES are the same(it just doesnt have all of the complete ones).
also, that ogl ES 'runs' on hardware that can do opengl 1.5(in order to reach a greater number of hardwares).
And finally, that there is nothing extra special about the pandy's ogl es 2.0.(as in pandy specific).
I'm also wondering if i could scrap using sdl altogether, in favor of anything else to control sound/input/everything else... but i haven't found a clear alternative yet.
anyhow, i may have said some none sense here, and i consider my self a newbie in the game/graphics dev area.
However i grew up with more math then most programmers will ever see, and i dont fear long hours of coding.
so if anyone could give me some answers to the questions above and/or hint/clues to learning ogl ES 2.0 i would greatly appreciate it.
cheers, and thanks for any response
Andy.
i wanted to used svg with good looking graphics and some interesting lighting effects. Although there isnt much info out there explaining this specifically, it seems to me that sdl cant handle the kind of effects i want.
Plus opengl would give me room for cel shading, and all of the fun stuff the world can possibly be made of.
so basically i decided to choose python+opengl, i thought about sticking with c or whatnot, but i really enjoy everything about python.
that leads me to opengl ES for our beloved pandy, i wanted to know the differences between es 2.0 and the regular GL so that i could use functions that would be usable in both, thus reducing the 'porting' needed to 0 or nearly so.(from embedded devices to pcs)
also, im assuming a few things:
first that functions in ogl ES are the same(it just doesnt have all of the complete ones).
also, that ogl ES 'runs' on hardware that can do opengl 1.5(in order to reach a greater number of hardwares).
And finally, that there is nothing extra special about the pandy's ogl es 2.0.(as in pandy specific).
I'm also wondering if i could scrap using sdl altogether, in favor of anything else to control sound/input/everything else... but i haven't found a clear alternative yet.
anyhow, i may have said some none sense here, and i consider my self a newbie in the game/graphics dev area.
However i grew up with more math then most programmers will ever see, and i dont fear long hours of coding.
so if anyone could give me some answers to the questions above and/or hint/clues to learning ogl ES 2.0 i would greatly appreciate it.
cheers, and thanks for any response
Andy.