Cross-Platform Audio API Suggestions
I have gone down this road a few times, and always decided to put it off. I am finally to the point I need to choose an Audio library and stick with it. I switched physics engines 3 times which caused quite a bit of wasted time, so I would like to be set when I pick an Audio lib. I will be falling into the "indie" section as far as licensing goes. Here is what I have so far..
FMOD - Quality Middleware, success has gone to their heads and it seems they did away with the indie license recently. Price range seems to go from Free - 3000$ - 6000$ which pretty much excludes this.
BASS - So far this is what I am leaning towards. Simple API, great feature list, and quite a bit more. The pricing structure looks somewhat similar to FMOD, but I will need to pull out the Euro to Dollar calculator, and figure out if the Shareware license would be applicable to Digitally Distributed Content.
IrrKlang - Pricing looks fair, features seem generic. Pretty much coming down to a battle between this and BASS. I have heard good and bad things.
The other libraries such as OpenAL, PortAudio, Audiere, etc. were considered, but I am looking for something more drag and drop rather than something I am going to be basically writing my own front-end for. I am curious though, I remember stumbling across another library or two a few months ago on par with FMOD/BASS/etc that were fairly new. No matter how hard I look now, I cannot find them. Hopefully someone here knows what they might be called.
Anyways, basically just looking for feedback from other member's experiences, thoughts, and so on.
etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing.... I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more..., they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really
using the boost library extensively and have been using SFML for graphics and FMOD for audio. I have a fair bit of code written, but am considering scrapping it and starting over. Here's the major... my classes and still have them do what I want. Here's a few examples of a dependency chain: I have a status effect class. The class has a number of methods (Apply/Unapply, Tick, etc.) to apply...I've been working on a 2d RPG for awhile now, and I've come to realize I've made some bad design decisions. Theres a few things in particular that are causing me problems, so I was wondering what
loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top... detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might
not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick...I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG
this summer and I have a good grounding on the web side of things. I've also done some very basic c++ (what i would consider basic). My c++ skills basically comes down to different tutorials on things.... Not my brightest moment. So we've gone from students making lazy decisions to lecturers just crapping out projects handing us a fork and saying eat it...... but i digress. If I wasn't up to the task of this then why would I be here asking this question? The reason is as shocked as I am about this. I don't like to lose. I have my own queries on how appealing this project would be to someone looking
know if my speculations are ok, as I don't have much experience with 3d animations yet. I want to make a well decision as any option I choose would require a lot of work to get it to render and I don't want to find out in the end that I have to rewrite everything again, as a lot of other objects will be working with these data. Sorry if it's a too subjective matter, but I need some insight. I'm... shader in every node. Other option I was thinking was making some helper functions to deal with the simpler cases, which would set some default parameters and would ask only the most basic ones
++ out of the equation, am I seriously limiting myself with regards to platform agnosticism? Given that my memory of mathematics (high school level) is hazy at best, how much time I do I need to devote to pure maths self-education, or can I pretty much figure it out as I go? In a nutshell, I'd love to get some idea of what the best approach for me would be, including DO's and DON'T's that might slow me down. I know that baby steps will be required at first, but it would be nice to get some advice as to what path I should follow to get myself up to speed quickly so that I am able to create
changed, then it (the representation) starts having an internal state. I would much rather have it stateless so that I require only one instance of every representation (just as before). Edit...This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should.... state_->handleEvent(event, this); } That means that I don't really ever need more than one instance of a particular entity state; doing something like entity.setState(new StandState
I'm looking for the most capable C++ model loading API. So far I've found tons of ply, obj, and other such file format loaders. But the libraries I've found tend to load just one model type, and this requires you to learn quite a few api interfaces? Is there One API To Load Them All, One API To Parse Them, One API To Bring Them All, And In the Vertex Buffer, Bind Them?