User Tools

Site Tools


proton_info

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
proton_info [2010/12/28 14:16] sethproton_info [2011/04/26 22:34] (current) seth
Line 1: Line 1:
 ==== What is Proton SDK? ==== ==== What is Proton SDK? ====
  
-Proton SDK is an all-in-one framework solution optimized for writing games in C++ and deploy them on many platforms.+Proton SDK is an all-in-one framework solution optimized for writing games in C++ and deploying them on many platforms.
  
 [[proton_features|Feature list]] [[proton_features|Feature list]]
Line 8: Line 8:
  
   * Engine is just source files included in the project, no separate libraries to link for debugging ease (not including system libraries like zlib and gles in some cases)   * Engine is just source files included in the project, no separate libraries to link for debugging ease (not including system libraries like zlib and gles in some cases)
-  * "almost zlib" free/open licensed GL/GLES optimized alternative to libraries like SDL - can be used and shared everywhere without worries+  * "near zlib" free/open licensed GL/GLES optimized alternative to libraries like SDL - can be used and shared everywhere without worries
   * Components designed to be modular and loosely linked, should be possible to understand and fix bugs when you find them yourself   * Components designed to be modular and loosely linked, should be possible to understand and fix bugs when you find them yourself
   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/configure tools   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/configure tools
Line 29: Line 29:
   * It can be slow.  It's mostly boost:signals fault.     * It can be slow.  It's mostly boost:signals fault.  
   * If you have 200 entities, you should not be using entities and components for them, you should be using one component that handles all your entities in a faster more logical form.   * If you have 200 entities, you should not be using entities and components for them, you should be using one component that handles all your entities in a faster more logical form.
-  * It's complicated.  If you aren't organized the abiltity to create variables and functions on the fly (and schedule same) can get out of control fast!+  * It's complicated.  If you aren't organized the ability to create variables and functions on the fly (and schedule same) can get out of control fast!
   * The syntax is sucky.  Forcing C++ to approach the features of flexible languages like lua and python just isn't a perfect solution, you'll have to decide if the trade-offs of being able to stay in glorious C++ at all times is worth it.   * The syntax is sucky.  Forcing C++ to approach the features of flexible languages like lua and python just isn't a perfect solution, you'll have to decide if the trade-offs of being able to stay in glorious C++ at all times is worth it.
   * The good news is you don't really have to touch that stuff at all, it's optional.  But especially for GUIs it's very useful.   * The good news is you don't really have to touch that stuff at all, it's optional.  But especially for GUIs it's very useful.
proton_info.txt · Last modified: 2011/04/26 22:34 by seth