comegordas wrote:
thank you guys! i've found that OpenGL is up to date with VC++ 2010, but i never tried it. so what's gonna be: SDL o OpenGL?
The pattern is to install both SDL and OpenGL (or Allegro and OpenGL) and use the hooks in SDL to put them together. Use SDL_image (or the JPEG and PNG extensions to Allegro) to load textures and OpenGL to draw them. Then use SDL events to handle input, SDL_mixer or Allegro digi to play sound, etc.
The big drawback to SDL is that SDL_mixer can't resample a wave in real time (for use with, say, a car engine or an in-game musical instrument), but Allegro breaks more often with updates to the underlying operating system. For example, Xcode 3.2 included with Mac OS X 10.6 broke Allegro because Allegro's build process relied on the presence of the deprecated QuickDraw framework. And in Ubuntu, SDL is maintained by Canonical while Allegro is maintained by volunteers, so Canonical added PulseAudio without checking whether it broke sound in every single Allegro program. It did.
If you can't get VC++ to work, you can always use Dev-C++, which uses a GCC back-end.