Is There a Platform-Independent Input Library for Real-Time Applications?

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Discussion Overview

The discussion centers around the search for a platform-independent input library suitable for real-time applications, particularly in the context of game development. Participants explore various libraries and frameworks that could serve as alternatives to OS-specific solutions like DirectX.

Discussion Character

  • Debate/contested, Technical explanation

Main Points Raised

  • One participant expresses frustration with OS-specific APIs like DirectX and inquires about platform-independent alternatives for user input in real-time applications.
  • Another participant suggests SDL (Simple DirectMedia Layer) as a potential solution, providing a link to its website.
  • Some participants note that while OpenGL is a solid choice for graphics, it does not address input handling and is not a complete replacement for DirectX.
  • There is a mention that SDL may serve as a better overall replacement for DirectX, particularly for handling input.
  • A participant indicates they are currently using OpenGL and OpenAL for graphics and sound, and expresses interest in using SDL for other functionalities, contingent on the timer's resolution.

Areas of Agreement / Disagreement

Participants do not reach a consensus on a single best solution, as there are multiple suggestions and perspectives regarding the use of SDL, OpenGL, and DirectX.

Contextual Notes

Some limitations are noted regarding the specific capabilities of OpenGL and its inability to handle input directly, as well as the dependency on timer resolution when considering SDL for real-time applications.

Dissident Dan
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The only good way to gather user input in games and other real-time applications in Windows that I know if is to use Direct X. I really hate using OS-specific APIs and libraries. Is there any sort of platform-independent input library out there that does a decent job of giving the programmer access to input devices?
 
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OpenGL in general is pretty solid (and if you wish to go via SDL, then so be it). It's still not as universal as DirectX on windows, but it is common enough that most windows users can't resonably expect to avoid it.
 
LarrrSDonald said:
OpenGL in general is pretty solid (and if you wish to go via SDL, then so be it). It's still not as universal as DirectX on windows, but it is common enough that most windows users can't resonably expect to avoid it.

Unfortunately, OpenGL can only be used to replace the graphics component of DirectX, so it doesn't help here. SDL is much better as a complete replacement for DirectX.
 
Thanks, guys. I'm using opengl and openal for the graphivs and sound, but it looks like I can use e SDL for just about everything else (assuming that the timer has a good-enough resolution).
 

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