   SDL
  this SDL thingee is a helluva lot easier than the win32 gui stuff.  just an observation.  btw is the SDL fairly optimized as far as graphics go?  is it much slower than directly interfacing with openGL?  thanks. 
quote:this SDL thingee is a helluva lot easier than the win32 gui stuff.  just an observation.    YES!quote:btw is the SDL fairly optimized as far as graphics go?    YES!quote:is it much slower than directly interfacing with openGL?  NO SDL IS OPENGL BASED!Also it is crossplatform and handles audio gui etworking etc. ;  is there any way to get rid of the console window that opens when using sdl without closing the application?  any good tutorials on this lib out there?  thanks ;  Cone3D has good tutorials, Chapter4 on Programming Linux Games seems also good. I always check the SDL docs when I''m looking for more indepth info on a structure or function. ;  Ive found that running SDL in windowed mode really kills the framerate, it seems much happier in fullscreen mode. It may jus be my comp but you should keep this in mind when writing your games jus in case. ;quote:Original post by machiavelli  is there any way to get rid of the console window that opens when using sdl without closing the application?  any good tutorials on this lib out there?  thanks   Yes there is. If you are using Dev-C++, make sure to change the project settings. If you are using VC++, be sure to make a Win32 Application. ;quote:Original post by DerAnged  quote:is it much slower than directly interfacing with openGL?  NO SDL IS OPENGL BASED!When you tell it to be. Apparently, if you''re just using straight SDL (IE you don''t pass the OPENGL flag to the video init stuff) it uses DirectDraw/Direct3D underneath. I''ve been heatedly corrected on that myself ;quote:Original post by superpig   quote:Original post by DerAnged    quote:is it much slower than directly interfacing with openGL?  NO SDL IS OPENGL BASED!When you tell it to be.Apparently, if you're just using straight SDL (IE you don't pass the OPENGL flag to the video init stuff) it uses DirectDraw/Direct3D underneath. I've been heatedly corrected on that myself  If it used DirectDRaw and Direct3d underneath HOW WOULD IT BE CROSSPLATFORM?    [edited by - DerAngeD on February 11, 2004 5:34:28 PM];quote:Original post by DerAnged  If it used DirectDRaw and Direct3d underneath HOW WOULD IT BE CROSSPLATFORM?    wth''s with the caps? It uses DirectDraw/DX for the Windows implementation but for the other platforms&OS it''ll be implemented differently. It''ll be implemented in terms of whatever''s available for the targetted platform so that''s how it''s crossplatform.   --{You fight like a dairy farmer!} ;quote:Original post by DerAnged  If it used DirectDRaw and Direct3d underneath HOW WOULD IT BE CROSSPLATFORM? It uses conditional compilation and/or platform-specific makefiles to build the DirectX support when you''re on Windows (and, in fact, it drops back to GDI if DirectX isn''t available). If you''re on a different platform then the code is not built in and it uses something else instead.There was no need to shout. 