Why you should use OpenGL and not DirectX

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Post » Sun Jan 10, 2010 2:08 pm

Here's hoping that the next version you are able to iron out the bugs and hit 1.0 ... so that you can nearly abandon it and get OpenGL started.

I cannot say enough how much of a hassle updating DirectX is for more than half the people that want to try your game (and usually don't thanks to this reason.)
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Post » Sun Jan 10, 2010 2:25 pm

[quote="David":2qs35rpo]Btw does anyone know if Construct works on Windows 7?[/quote:2qs35rpo]
Davo, I have Windows 7, and it works fine :)
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Post » Sun Jan 10, 2010 3:04 pm

Ah, but did you have to upgrade DX9 first?
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Post » Sun Jan 10, 2010 3:38 pm

I'm on windows 7 and I had to update.
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Post » Sun Jan 31, 2010 10:17 am

so...OGL it is then? It's been a while since I've been here, but I was just popping my head in to see what was up.
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Post » Sun Jan 31, 2010 2:38 pm

We'll make Construct 2 with OpenGL, but we're not going to change Construct 0.x yet.
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Post » Mon Feb 01, 2010 12:03 am

[quote="Ashley":1z2ucjwn]We'll make Construct 2 with OpenGL, but we're not going to change Construct 0.x yet.[/quote:1z2ucjwn]
whoa really?
no dx at all? or just an alternative renderer?
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Post » Mon Feb 01, 2010 12:09 am

We'd need a DirectX renderer if we made an XBox runtime, but apart from that, the D3DX9_39.DLL issue has been a massive pain in the butt and DirectX precludes the possibility of porting to other platforms, so yeah, I reckon OpenGL only at first. The gist of my earlier rant is it's better anyway.
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Post » Thu Feb 04, 2010 5:34 pm

Anyway, coding in OpenGL, is easier.
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Post » Thu Feb 04, 2010 6:53 pm

OpenGL doesn't provide any sound or controller support though... You'll have to use something for that.
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