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Direct X or OpenGL

post #1 of 14
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If you were to make a game or play a game, Would you prefer OpenGL or DirectX?
post #2 of 14
For playing it makes little difference. For making a game well that depends a hell of a lot on what kind of game one was making. DirectX is often considered somewhat easier to work with and have better documentation while OpenGL offers more freedom to do custom stuff. Even so now days neither API is being used anywhere near their max potential. Further more if you are making a multiplatform game you will most probably working in an environment that can support both openGL and DX.
    
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post #3 of 14
OpenGL
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post #4 of 14
Quote:
Originally Posted by Bit_reaper View Post

For playing it makes little difference. For making a game well that depends a hell of a lot on what kind of game one was making. DirectX is often considered somewhat easier to work with and have better documentation while OpenGL offers more freedom to do custom stuff. Even so now days neither API is being used anywhere near their max potential. Further more if you are making a multiplatform game you will most probably working in an environment that can support both openGL and DX.

I struggle to class Dx as multi-platform as it only runs on Windows. it just so happens that Windows runs on some phones and games consoles as well, but OpenGL will run on any device apart from Microsoft embedded devices.
post #5 of 14
Sit down and make a list of what features you want from your game and check out OpenGL and DirectX tech demos to see if there are any features you think would benefit your game. In my opinion and my programming past, I always chose OpenGL for the cross-platform portability and DirectX only if I was required to or really needed some of those extra liuttle effects DirectX offered.
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post #6 of 14
OpenGL Start with glut and work your way up to the SDL stuff, I prefer OpenGL but that was because it was the first language that I learnt.

Also... having not touched dx somewhat... I wonder is it in C++? OR C#?
post #7 of 14
Quote:
Originally Posted by Gamersunited22 View Post

OpenGL Start with glut and work your way up to the SDL stuff, I prefer OpenGL but that was because it was the first language that I learnt.
OpenGL isn't a language, it's a library of APIs. You can use pretty much any language you want to hook into OpenGL.
Quote:
Originally Posted by Gamersunited22 View Post

Also... having not touched dx somewhat... I wonder is it in C++? OR C#?
Are you asking what language DirectX was coded in, or what language developers can use against the DirectX APIs?

If the latter, then it's no different to OpenGL in that regard (ie you can use pretty much any language that you want). Most people will use C# or C++ though.
post #8 of 14
Quote:
Originally Posted by Plan9 View Post

I struggle to class Dx as multi-platform as it only runs on Windows. it just so happens that Windows runs on some phones and games consoles as well, but OpenGL will run on any device apart from Microsoft embedded devices.

Not really what I meant. When you do multi-platform game that will run on the Xbox, PS3 and PC you will be working on a engine that hooks up to multiple different API's. It will support OpenGL 2.1 ES for the PS3 and Directx 9.0c for the Xbox 360 if I recall correctly as well as whatever DX or OpenGL version they choice for the PC.
    
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post #9 of 14
Quote:
Originally Posted by Plan9 View Post

OpenGL isn't a language, it's a library of APIs. You can use pretty much any language you want to hook into OpenGL.

smile.gif Correct, but I'm saying it's the first "Thing" I learnt.

Are you asking what language DirectX was coded in, or what language developers can use against the DirectX APIs?

If the latter, then it's no different to OpenGL in that regard (ie you can use pretty much any language that you want). Most people will use C# or C++ though.

Was just wondering as the only stuff I have done is in C# but I thought the main language would be C++
post #10 of 14
Personally, I would say define the requirement of the graphics API you need for your game. Then create an abstraction layer and have the choice to implement in DirectX OR OpenGL OR ...
if you are learning, create demos in both. That way you can get a feel for each API and determine which you prefer then start specialising in that. Nobody here can tell you which API to use you must do that yourself. As for my personal preference, I prefer OpenGL but that is only because it is open and can be implemented on any platform with a C library and mesa.

EDIT:

I thought I would add, there was a blog post/article around the net titled "Write games, not engines" but it seems to have fallen by the wayside, or at least I cannot find it at this instant. The general premise is, if you want to write a game pick an engine and write the game. Use any tools available and start coding and you will learn. This will teach you more about game logic and how you should(n't) structure your code to achieve your goals.

However if you want to know how game engines work, then by all means start with that and learn OpenGL or DirectX. But they are still only one piece of a very (VERY) large puzzle. Many people who tread this path, even for something very simple, may never end up finishing their project.

Regards
Edited by mitchtaydev - 3/26/13 at 12:09am
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