Hi my friends ...
I had to ask some of you ...
I would be interested once programmed the way in which you your demos and intros.
-Do you use your own engines or Libs?
-D3D or OpenGL?
-Old-school coding algorithms with pixel by pixel.
I am a friendly method of pixel although it certainly now and then would be easier with OpenGL coding :) I love old school XD
Greetz C3lt1c (Sorry for my bad english)
There is a wide range of coders here, but I reckon you will get lots of help with OpenGL questions here.
We do have coders with experience in other systems too, so you'll find no shortage of help.
It depends of what you want to do :D
For myself I'm using PureBasic and its own commands (wich are D3D translated when compiled) for all remakes I've done. It is really nice and let me doing quick coding. I didn't find anything better for the moment (sorry guys ;D )
But of you are a good C coder, you should give a try to OpenGl...
I tend to use the method that suits the job I'm doing.. It I want loads of textured geometry I'll favour opengl, if I'm making something simple or oldschool I'll do it pixel by pixel :)
I am just starting out with PureBasic, But have a history with Visual Basic and I like to keep things simple
buy using the standard command set, but if there is no way then I will resort to API or Opengl if need be.
Pretty much all OpenGL for me these days. Keep meaning to dip into Direct3D too, but haven't had time yet.
on windows i did use directdraw for old school framebuffer access with my own line routines and the like however with my planned new stuff
- i'll be writing a framework/engine/helper functions for my apps/effects that'll be common whenever it won't impact performance, and to aid with things like input, loading of files across projects
- sticking to opengl es 2 even on windows. because some of my apps will be controllable and i hope to port them to rapsberry pi, and a suitable tablet down the line as well.
opengl = portable