Quick Poll: Monitor Resolutions
Posted: Tue Oct 06, 2015 3:25
I'm curious: What resolution does your monitor(s) run at? Both of mine run natively at 1080.
I'm toying around with the concept of a game engine, but I'd like to know what native resolutions people's monitors can handle. Although 21:9 appears to be popular for HD movies, the 16:9 is the most popular aspect ratio for PC monitors and HD TVs, at least by browsing NewEgg; however, I'm not sure if everyone's monitors handles 1080, 900, or 720 HD resolutions. I don't think that many people run 4:3 aspect ratio monitors anymore, but that would be good to know, too. So please let me know if you use a different aspect ratio.
DEV NOTES:
Oct 11, 2015 Update:
I haven't "officially" announced this project yet, and I won't for some time because this is in the extreme alpha-phase and 100% in my limited free-time, but I'd like to give little mini-updates. So from now until I give an official announcement of what I'm doing, I'll keep vague updates here. This is mostly a way of just having a record of what's (again vaguely) going on in this project of mine.
I'm moving my engine out of GameMaker:Studio (which has been collecting a lot of problems for me, and presents several unacceptable limitations as well as several coding irritations). I'm looking into a library for C++ called SDL, and placing my engine on top of that. It has all of the usual programming features that I know how to program in, and it will remove the bloat of GM:S. It seems like exactly what I want --SDL acts as an intermediary for hardware, and I just get inputs/give outputs from/to the hardware, including threads for parallel programming, which looks like it'll be necessary (I'll explain this if/when I ever officially announce what I'm doing). This isn't a big change, because I was basically writing my own graphics engine on top of GM:S and I was using only the hardware input/output functions (taking in key inputs, drawing to the screen, etc), and I was going to need to use a DLL to handle sound files eventually, anyways. So there really was no reason whatsoever to use GM:S, other than familiarity.
October 19th, 2015 Update:
As stated, I'll update occasionally on here. So I'm thinking the engine will run better with hardware acceleration, which wasn't obviously true at first. I have been going through a tutorial on SDL2 and a few tutorials refreshing myself of the details of C++, and soon I'll be starting a tutorial on OpenGL 3.2 when used with SDL2. I have no idea if I'll finish this project, but so far it's been fun coding again --modding the tutorial code to display my graphics, get rough estimates of image rendering times, playing sounds, taking in keyboard inputs, etc, which has been cool. I haven't done this kind of stuff for a decade, and in one week I've gotten much farther than I had in six months when I tried this in high school (And I mean way, way farther). So we'll see where it goes.
For anyone who's interested, Lazy Foo' has some excellent SDL2 introduction specifically for games, and I'm going to start open.gl's intro to OpenGL 3.2 tutorial within a day or two, and cprogramming.com is the place I always go when I start writing C++ code, to remind myself of the syntax. Honestly, I like coding in C++, I think it's a really efficient and really nice language. People seem to be moving away from it, but I'm not really sure why.
I'm toying around with the concept of a game engine, but I'd like to know what native resolutions people's monitors can handle. Although 21:9 appears to be popular for HD movies, the 16:9 is the most popular aspect ratio for PC monitors and HD TVs, at least by browsing NewEgg; however, I'm not sure if everyone's monitors handles 1080, 900, or 720 HD resolutions. I don't think that many people run 4:3 aspect ratio monitors anymore, but that would be good to know, too. So please let me know if you use a different aspect ratio.
DEV NOTES:
Oct 11, 2015 Update:
I haven't "officially" announced this project yet, and I won't for some time because this is in the extreme alpha-phase and 100% in my limited free-time, but I'd like to give little mini-updates. So from now until I give an official announcement of what I'm doing, I'll keep vague updates here. This is mostly a way of just having a record of what's (again vaguely) going on in this project of mine.
I'm moving my engine out of GameMaker:Studio (which has been collecting a lot of problems for me, and presents several unacceptable limitations as well as several coding irritations). I'm looking into a library for C++ called SDL, and placing my engine on top of that. It has all of the usual programming features that I know how to program in, and it will remove the bloat of GM:S. It seems like exactly what I want --SDL acts as an intermediary for hardware, and I just get inputs/give outputs from/to the hardware, including threads for parallel programming, which looks like it'll be necessary (I'll explain this if/when I ever officially announce what I'm doing). This isn't a big change, because I was basically writing my own graphics engine on top of GM:S and I was using only the hardware input/output functions (taking in key inputs, drawing to the screen, etc), and I was going to need to use a DLL to handle sound files eventually, anyways. So there really was no reason whatsoever to use GM:S, other than familiarity.
October 19th, 2015 Update:
As stated, I'll update occasionally on here. So I'm thinking the engine will run better with hardware acceleration, which wasn't obviously true at first. I have been going through a tutorial on SDL2 and a few tutorials refreshing myself of the details of C++, and soon I'll be starting a tutorial on OpenGL 3.2 when used with SDL2. I have no idea if I'll finish this project, but so far it's been fun coding again --modding the tutorial code to display my graphics, get rough estimates of image rendering times, playing sounds, taking in keyboard inputs, etc, which has been cool. I haven't done this kind of stuff for a decade, and in one week I've gotten much farther than I had in six months when I tried this in high school (And I mean way, way farther). So we'll see where it goes.
For anyone who's interested, Lazy Foo' has some excellent SDL2 introduction specifically for games, and I'm going to start open.gl's intro to OpenGL 3.2 tutorial within a day or two, and cprogramming.com is the place I always go when I start writing C++ code, to remind myself of the syntax. Honestly, I like coding in C++, I think it's a really efficient and really nice language. People seem to be moving away from it, but I'm not really sure why.