http://forums.elysianshadows.com/viewtopic.php?f=6&t=4955:
--------------
Just some recommendations:
- If you are using C++ and/or want to program for PC and/or want
native use of OpenGL than go for SFML.
- If you are using C and/or want to program for embedded devices
and/or want to write software rendering stuff use SDL.
However, you should make your own decision!
------------
It's quite simple really, They are pretty much par-for-par. The only
real differences is that SFML uses OGL
where as SDL relies (generally) on software. As such, SFML is faster,
and it also supports right out the box hardware accelerated rotation +
stretching. It supports more image formats right off the bat. It also
has a simple pixel shader language based of OGL. SFML would (I expect)
use a smaller code base as SDL has more modes to support (software,
OGL, hardware render modes).
On the other hand, SFML *cannot* be run on any device that doesn't
support OGL, or any device with a very very weak graphics card. Some
people's computers have difficulty running simple popcap games for
instance.
SDL has far better OS and language support, but SFML is far more
feature rich. If I was doing a simple card game/pacman/something
simple I'd probably look at SDL for its better compatibility (Software
OR OGL modes) but otherwise, I prefer SFML.
Oh, and SFML has far better documentation (if I remember correctly)
and some decent tutorials for getting started.
K-Bal wrote:
If you are using C
SFML has a C port.
Really, there isn't much more to say. If you still can't choose, then
I suggest SFML as it's easier (IMO) to use with less road-blocks.
Post by wahono sriSFML is 19.9x as fast as SDL
===========================
It means that SDL 1.2 (as a s/w renderer by default) don't use OpenGL
h/w accelaration in these tests (and these 20 time is surprisingly low
difference) - You should draw in OpenGL/DirectX by Yourself (SDL
provides low level API for that). SFML tries to use OpenGL/DirectX
internally whenever possible. So We just don't uderstand how to use
the low-level SDL - really only OS abstraction not everything
optimized out-of box, as its developer state.
But MSEgui can work with OpenGL (DirectX ? In win-32, It usual has far
way better drivers tah OpenGL ones). So the things look like SFML can
do the work which MSEgui can do as well that's SFML is just over
featured (too high layer) for use by MSEgui. Other side, SFML (as a
higher abstraction layer ) can detect & switch between OpenGL &
DirectX, AFAIK.
An important detail is that SDL 1.2 doesn't normally *use* OpenGL, it
only wraps WGL/GLX/CGL so that you don't have to worry about the
details of setting up an OpenGL window on various platforms.
So whether it's software-based or not, if you're only using SDL
primitives, Microsoft OpenGL has nothing to do with it (unless you
tweaked some stuff that had big warnings around it saying "do not use,
broken", in which case, well, it's normal if it's broken).
There's also a discussion at
http://forums.tigsource.com/index.php?topic=27139.0
http://forums.libsdl.org/viewtopic.php?p=31557&sid=00998d2db2cc10d7ae7aade07f4028f0
Post by wahono sri1/ Test : sprites
SDL displayed 216 frames
SFML displayed 147 frames
--> SFML is 0.7x as fast as SDL
2/ Test : alpha-blended sprites
SDL displayed 55 frames
SFML displayed 155 frames
--> SFML is 2.8x as fast as SDL
3/ Test : rotating sprites
SDL displayed 40 frames
SFML displayed 152 frames
--> SFML is 3.8x as fast as SDL
4/ Test : static text
SDL displayed 1493 frames
SFML displayed 4436 frames
--> SFML is 3.0x as fast as SDL
5/ Test : dynamic text
SDL displayed 124 frames
SFML displayed 2465 frames
--> SFML is 19.9x as fast as SDL
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