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    <title>DEV Community: Lostybtw</title>
    <description>The latest articles on DEV Community by Lostybtw (@lostancient).</description>
    <link>https://dev.to/lostancient</link>
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      <title>DEV Community: Lostybtw</title>
      <link>https://dev.to/lostancient</link>
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    <item>
      <title>Why OpenGL is better than a game engine?</title>
      <dc:creator>Lostybtw</dc:creator>
      <pubDate>Tue, 27 Jul 2021 13:20:23 +0000</pubDate>
      <link>https://dev.to/lostancient/why-opengl-is-better-than-a-game-engine-1g08</link>
      <guid>https://dev.to/lostancient/why-opengl-is-better-than-a-game-engine-1g08</guid>
      <description>&lt;p&gt;OpenGL, the thing that it is. Its used to make games down to the basic levels of programming. It uses older languages mostly c++ for its code. &lt;/p&gt;

&lt;h1&gt;
  
  
  Why Learn OpenGL instead of a game engine?
&lt;/h1&gt;

&lt;ol&gt;
&lt;li&gt;&lt;p&gt;It is basic : Not easy but Basic, that means it gives you an understanding of the deep processes that go into rendering your favourite video games.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Its well known &amp;amp; cross platform : Sure you can go use your win32 Api or DirectX, but OpenGL is the cross platform well known easier alternative.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;A game engine spoils you : &lt;iframe width="710" height="399" src="https://www.youtube.com/embed/nBaCRp9UzDw"&gt;
&lt;/iframe&gt;
Why I am glad I didn't use a game engine by DaFluffyPotato goes well over my point, A game engine does all those rendering processes for you. You don't get to learn a lot.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;More Code : Game Engines like Unity are pure GUI stuff. &lt;br&gt;
see this :-&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwyrpiik3g1z31v38c74i.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwyrpiik3g1z31v38c74i.png" alt="Alt Text"&gt;&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;Now this is OpenGL c++ :-&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;#include &amp;lt;glew.h&amp;gt;
#include &amp;lt;GLFW/glfw3.h&amp;gt;
#include &amp;lt;iostream&amp;gt;


int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;
    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(1920, 1080, "OpenGL", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK)
        std::cout &amp;lt;&amp;lt; "Error!" &amp;lt;&amp;lt; std::endl;
    std::cout &amp;lt;&amp;lt; glGetString(GL_VERSION) &amp;lt;&amp;lt; std::endl;

    unsigned int buffer;
    float positions[6] = {
        -0.5f, -0.5f,
         0.0f, 0.5f,
         0.5f, -0.5f
    };

    glGenBuffers(1,&amp;amp;buffer);
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float)  a=);
    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);


        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;I think you get the point now .&lt;/p&gt;

&lt;p&gt;:)&lt;/p&gt;

&lt;p&gt;PS.Comment pls(If I got anything wrong or just casually)&lt;/p&gt;

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      <category>unity3d</category>
      <category>gamedev</category>
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