Full Featured Gaming Development using GL/OS (Gaming library/Operating System).
The pains of learning DirectX are gone.
You can now take advantage of this library to provide full featured DirectX functionality to prototype your Open GL games. GL/OS offers very easy-to-use methods and interfaces to quickly take advantage of DirectInput, DirectSound, DirectMusic, and DirectPlay.
Download it at www.cppnow.com - GL/OS Downloads
i dont get it. dunno.. have looked at it but i got no clue what it is about..:D
You can now take advantage of this library to provide full featured DirectX functionality to prototype your Open GL games. GL/OS offers very easy-to-use methods and interfaces to quickly take advantage of DirectInput, DirectSound, DirectMusic, and DirectPlay
Took a look at there API docs, and sample program.
This API wraps DirectInput, DirectSound, DirectMusic, and DirectPlay it what appears to be a simple to use set of objects.
Rendering is done on there callback Frame function, that you provide, and where you do all specific graphic rendering. There sample shows OpenGL code here, and check the state of the keyboard, mouse etc.
Hmm... I find the idea of a gaming package quite un prof. :blink: But the thing is that many people want their product ready fast (the industry at large tends to like that ) and I generally have nothing against it, but I find it quite daunting that the comming generation of graphics programmers (system programmers in general) won't really know the low-level stuff and will lack the skill to go down into the dirt to fix something they find poorly implemented, if they even notice it... I my self am quite worried, that I've never writen a rasterizer my self, I'm sure I would be able to do, but it still bugs me that I actually started at too high a level :unsure: Still I think that I'm at a very much lower level (or higher to be exact ) than many of the people that would use these kind of packages (like glut) would be. I'm not totally sure about the stuff in the package beeing advertised, but I think that even DX9 without any such tools is too much filled with tools. I know I don't have to use them, and for the most part I do leave the extensions out of my code, but it still bugs me
Just my honest opinnion B)
lots of people are impatient and want to get going soon. Most now do not want to learn low-level stuff.
and to add with what baldurk said, most of the gaming industry seeks to release a game [or whatever] quickly - for either quicker profits and/or patent of a certain feature. although, I've never heard of anybody patenting a certain feature. for example, I had an idea for a first-person shooter to be able to use multiple guns and have multiple lock-on's and with the release of lucasarts' bounty hunter, I'm afraid to even release it. I guess I could claim prior art, unless they truly implemented the idea a while back... but I'm getting off topic.
but yeah, I imagine that to some people the sooner they make a release, the sooner they can make a name for themselves and will use already-made tools if it serves them in their best interest. I guess it's more of a personal/'ethical' opinion.
As I said: "But the thing is that many people want their product ready fast (the industry at large tends to like that)..." Really, it is good that things like that excist and that it gives a painless landing for people that are interrested in the field, but don't have the patience or will to learn the low-level. _But_, are we really in such a need of graphics programmers (in the consumer market), that we actually need to do stuff like this? I wrote my first OGL app with glut but directly after that moved to my own base code. I don't know, it's just my opinnion, but it just makes me think if we're taking graphics programming to the level where you just produce game engines like you produce car engines on a production line.