proton_info
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proton_info [2010/12/15 01:45] – seth | proton_info [2011/04/26 22:34] (current) – seth | ||
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==== 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 | + | Proton SDK is an all-in-one framework solution optimized for writing games in C++ and deploying |
[[proton_features|Feature list]] | [[proton_features|Feature list]] | ||
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* 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 | + | * "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/ | * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/ | ||
- | * Device specifics abstracted out, native UI usage avoided. | + | * Device specifics abstracted out, native UI usage avoided. |
- | * Can write raw GL/GLES code and easily import | + | * Can write raw GL/GLES code and use existing C/C++ source you have |
- | * An (optional) entity/ | + | * An (optional) entity/ |
== What Proton SDK isn't === | == What Proton SDK isn't === | ||
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* It can be slow. It's mostly boost: | * It can be slow. It's mostly boost: | ||
* 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. | + | * It's complicated. |
* The syntax is sucky. | * The syntax is sucky. | ||
* The good news is you don't really have to touch that stuff at all, it's optional. | * The good news is you don't really have to touch that stuff at all, it's optional. |
proton_info.1292377524.txt.gz · Last modified: 2010/12/15 01:45 by seth