GLFW is modern and has a very well defined scope. It's also under very active development.
SDL on the other side is rock solid and has a lot features in different scopes but is somewhat lacking in all of them (for example: SDL can do audio, but you might prefer using OpenAL because its far superior in that matter). It might be notable that SDL was ported to ...
Sure you can, it's just not trivial to get it sounding "nice".
I don't know how to do it in Linux, but if you can play a PCM buffer, all you have to do is fill it with whatever you want.
So supposing your buffer is set to play in monaural, signed 16-bit samples, at 44100 samples per second, creating a pure (sinusoidal) A4 sound (440 Hz) is as simple as
A singleton for your main engine class is perfectly normal.
It's even quite acceptable to have one singleton for each of your game's major systems, like graphics and input. I personally prefer a single Engine singleton with all systems as members of that object, but really there's very little difference.
A singleton can just be a static global object, ...
What matters is not the number of threads, but their CPU time
Probably you do not need your threads to have full utilization. If you do, get better hardware. In fact, you can use CPU utilization as an ad hoc metric to decide when to improve your hardware.
Let us say that your server threads have to complete a tick each 50ms, yet, your CPU is fast enough ...
1) giving JS end-users direct access to your terminal is the scariest idea ever, in terms of security, and is 100% impossible without some interfacing server language/framework (php/perl/ruby/c#/python/java/c++/NodeJS), because it is so scary.
2) running exec() on user-input, directly, rather than building an interface in your server language is 100% as ...
Though similar issues are often caused by clipping, the near plane is not the issue here. If it would be, the disappearance would be per pixel and not per triangle.
In your animation the triangles exactly disappear at the moment all of its three vertices get outside of the screen. Your algorithm may be based on the false assumption that triangles are hidden ...
It's important to note that glxinfo -v only reports the supported values for the default OpenGL framebuffer, the one that represents the visible screen itself. It's common for other configurations (ones not reported by glxinfo) to be supported in offscreen framebuffer objects (FBOs).
As you've noticed, most video cards do not support a 32-bit depth buffer ...
There's a way to just custom make what you need to do. Put the following code inside a script with the same name (doesn't have to be on a game object).
public class MenuItemsExample
private static void Rename()
var type = typeof(EditorWindow)...
The main problem with static and global objects in C++ is that they are created before the application's entry point (i.e. main), but their constructors are called in a completely unpredictable order. The same is true for their destructors, at the end of the application. This is clearly a problem because often we will have objects that depend on each other, ...
This is a general post about why static classes cause you more trouble than they are worth. And this includes singleton classes which are just a fancy way of doing the same thing that avoids construction order problems. No advice fits all cases, so take it as advice, not as an instruction that it is always better to do it this way.
In general code shouldn't ...
Generally speaking, it depends on how the game is programmed.
In the case of Source-engine games, they used a multi-tier software architecture, and moved everything platform-specific into /tier0 in their code. When they need to port something, at least by the original engine design, they just swap out /tier0 files for platform-specific ones, and reimplement ...
The OpenGL setup is rather straightforward under linux, in comparison to windows.
If you link to -lGL you will dynamically link to whatever OpenGL library is installed and should be used, so under a X11-Environment with nvidia driver it will link to the NVidia specific libgl, with a ATI driver to the ATI specific libgl, the OpenGL libs of the different ...
I'll share our experience of porting a certain game to Linux (and Mac).
System-specific APIs - window creation, rendering, audio, networking, input, non-trivial filesystem access etc. The other answers go into details. I'll just say that portable libraries (SFML, SDL, but also things like boost) help a lot.
Driver bugs - happen on Linux a bit more often ...
For chiptune sound effects, there's one definite answer: sfxr.
It's a standalone application that you can use to generate samples, but the source code is also available should you want to integrate it to your code.
So long as you are fine sticking to the version of GL provided by VirtualBox Guest Additions you should be okay. Performance will be a worse than native but even professional-grade GL apps and games can work quite well inside a VirtualBox VM. I'm been led to believe that VMWare Player has better GL support for guests but I have not personally compared them....
So far it seems it is an OpenGL driver issue. I don't have other computer to test this on to confirm.
If I force software rendering by
$ export LIBGL_ALWAYS_SOFTWARE=1
The problem goes away. Probably I need to look around bugs with Mesa.
It seems that my bug report on Github has been responded to. If this is being read before the next official version is released, this fix will most likely contained in the development branch of the repository on Github. All that you have to do is pull down the repo and dependencies from Github and then build Monogame using Protobuild (this requires Mono to ...
81.76% of worldwide computers run Windows
13.49% of worldwide computers run macOS
1.68% of worldwide computers run Linux
3.07% - Other/ChromeOS
Take a guess why developers prefer Windows and Mac over other operating systems...
Even if Linux was some super OS with magic powers it still doesn't help that less than 2% of the population uses it.
I can personally recommend Blargg's audio libraries. Something that may be of particular interest to you is his Blip_Buffer.
Blargg's site has several "retro" audio synthesizers, and I am actively using his Game_Music_Emu to play NSF files in a Mega Man clone I am writing.
Many of the libraries are written in C++ but some provide a C interface as well.
Probably not a correct answer but here is a library of various audio engines
(Scroll down to the second segment for audio libraries)
At least 9 out of 12 engines go with C.
Most of them also support tracker files. Which is not so different than nsf ( I assume these are NES music files ) files.
I don't think there's much to evaluate, really. Performance / responsiveness comes first, especially on an installation of this sort. You can use either DirectX or OpenGL deferred rendering / render-to-texture (RTT).
To do so, render the shell underlay to the default frame buffer (the front / onscreen buffer), render your active game overlay to a screen-...
Don't make it too easy for hackers by putting each individual image in its own file or whatever, but don't bother with encryption because the determined ones will just break it, and pushing it to slow them down will just slow down your game and its development.
Blizzard's MPQ format has encryption, and it has been cracked.
The big name games tend to use ...
I would recommend starting by looking at X11, since SDL runs on top of it for Linux. My guess is that SDL will call straight to X11 for window creation and management. It's the protocol you'll be implementing in any case.
If you get a window going in assembly, your graphics routines could look like anything, so SDL would merely be inspiration at that ...
Go with classic VT100 dimensions. It's the kind of terminal that such things would be run on when it was actually a game you played on a terminal.
From http://www.columbia.edu/cu/computinghistory/vt100.html I see that the display is 80x24 or 132x14 character cells, optional 132x24.
I don't recall playing it at the 132 resolutions, but 80x24 is "classic"
According to that article, the link to the download is there.
The link is: Unity Editor 5.1.0f3 For Linux. It is considered 'experimental'.
there are only options for Windows and OS X, nothing for Linux
It is because the current build is experimental and is not very suitable for game development as there may be game-crashing bugs still.
You will be able ...
I had the same problem using Unity3D for Linux.
I installed the Standard Assets by downloading the Window version of the standart assets (.exe), installed it with Wine and then copy the folder resulting from the installation into my Linux Unity folder (by default for me it was /opt/Unity/Editor)
I'll interpret your question this way:
In the context where I want to produce stuff, should I keep on making games with Flash given the current situation?
From experience, if the publisher of an API or library stops supporting that said API/library, you'll be fine for some time, then it's going to start to be harder to work with the API as new OS will ...
First, on Linux it appears to matter what Window Manager and Compositor you are using. WindowMaker with opaque windows enabled (not the default) was still fast, the wire windows are always fast because nothing has to repaint.
Second, there are a few things in your program that can be changed. The biggest issue is that you paint after every SDL_WINDOWEVENT ...