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

  • Thread starter Dissident Dan
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In summary, the conversation discusses the best way to gather user input in games and real-time applications on Windows. The participants express a dislike for using OS-specific APIs and libraries and inquire about a platform-independent input library. The suggestion is made to use OpenGL or SDL, but it is noted that OpenGL can only replace the graphics component of DirectX and SDL is a better replacement for the entire DirectX library. The original poster mentions using OpenGL and OpenAL for graphics and sound, and plans to use SDL for the rest of the input.
  • #1
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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  • #3
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.
 
  • #4
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.
 
  • #5
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).
 

1. What is Platform-Independent Input?

Platform-Independent Input refers to a type of input that can be used on any computer or device, regardless of its operating system or hardware. This means that the input method or device is not limited to a specific platform and can be used universally.

2. How is Platform-Independent Input different from platform-specific input?

The main difference between Platform-Independent Input and platform-specific input is that the former can be used on any platform, while the latter is designed for a specific platform or operating system. Platform-Independent Input is more versatile and accessible, while platform-specific input may have more advanced features and functionality tailored to a specific platform.

3. What are some examples of Platform-Independent Input?

Some common examples of Platform-Independent Input include keyboards, mice, touchscreens, and voice recognition software. These input methods can be used on any device, regardless of the operating system or platform.

4. Why is Platform-Independent Input important for scientists?

As scientists often work with a variety of devices and systems, having access to Platform-Independent Input allows them to easily and efficiently collect data and perform experiments without worrying about compatibility issues. This saves time and resources and allows for more seamless collaboration with colleagues using different devices.

5. Are there any limitations to Platform-Independent Input?

While Platform-Independent Input is designed to be universally compatible, there may still be some limitations. For example, certain input methods may not work with older or outdated devices, or may not have the same level of functionality as platform-specific input on certain platforms. It is important to consider these limitations when choosing an input method for specific tasks.

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