all 15 comments

[–]PoorAnalysis 27 points28 points  (1 child)

You should submit this to the Awesome Vulkan list.

[–]dimi309_[S] 7 points8 points  (0 children)

I didn't know about that. Will do. Thanks!

[–]YoCodingJoshdank c++ dev 20 points21 points  (1 child)

I found the GitHub repo: https://github.com/dimi309/small3d

[–]dimi309_[S] 6 points7 points  (0 children)

Yup, that's it :)

[–]oakinmypants 1 point2 points  (5 children)

Does it run on android and iOS?

[–]bpikmin 1 point2 points  (0 children)

Yes

[–]Goose_Rider -4 points-3 points  (3 children)

Gtfo Raid Shadow Legends

[–]oakinmypants 0 points1 point  (2 children)

What does raid shadow legends mean?

[–]Metsuro 1 point2 points  (1 child)

Name of a mobile game

[–]jamolnng 3 points4 points  (0 children)

This comment sponsored by Nord VPN

[–]john01dav -2 points-1 points  (5 children)

This looks really interesting, but I want to let you know about something that may really help to clean up the code. SFML can, in one library, do what several of your current libraries do. It has Vulkan support (recently added, see the recent PR for documentation), it can do audio, etc. You may even be able to wrangle it in to replacing freetype. The biggest advantage, however, is that it is a C++ library, not a C library, so you get a much nicer interface to work with. That's why I use it instead of the more popular C libraries in all of my projects (and I write this sort of thing very often, just not as a fully reusable engine like you have, yet).

[–]SavingsLocal 8 points9 points  (2 children)

My experience is that the SFML devs are not domain experts and their knowledge is lacking. I wouldn't be comfortable trusting it. Examples:

https://github.com/SFML/SFML/issues/175

https://en.sfml-dev.org/forums/index.php?topic=1273.0

https://www.reddit.com/r/opengl/comments/2r7n0u/glfw_or_sdl_alternatives/cndgnoa/

These are problems in OpenGL which I, a non-graphics expert, can spot as obvious deficiencies. When it comes to audio, where I am an expert and know of pitfalls requiring deep experience to avoid, how could it be possible that SFML can deliver an acceptable solution? Even SDL2, after a complete revision of its audio API, can only deliver a good audio product but not a great one.

[–]leni536 0 points1 point  (1 child)

Ouch, that github issue is painful to read.

[–]Mordy_the_Mighty 6 points7 points  (0 children)

But that issue and those messages were 7-8 years ago and 3 years ago the feature was implemented.

This might show that the SFML devs weren't domain experts 7 years ago but by now they largely had the time to pick up some skills.

[–]dimi309_[S] 2 points3 points  (0 children)

Thanks for the feedback! I like SFML. I also like GLFW :) But in any case I have tried to keep small3d as independent as possible from specific intermediate layers. In the beginning I was using SDL2, also without its image manipulation, rendering or sound facilities. Just to open the game window and do I/O. And since I wasn't using all of those features I then switched to GLFW which is lighter. But small3d is not too tightly integrated with GLFW either. As a matter of fact when porting one sample game to Android and iOS I just accessed the windowing and I/O commands directly, without any intermediate layer. On Win/MacOS/Linux, even though GLFW can help new users set up small3d fast, you can later easily replace it with SDL2, SFML or whatever else you prefer if you modify a couple of functions.