Rukiri's picture

SharpGL or OpenTK

For the record I am a newbie when it comes to OpenGL I've generally dealt with DirectX(generally with a library not low level) and I'm looking to develop my game engine on top of OpenGL mainly because this way it can be compiled on any system and the platforms I plan on reaching are.
- iOs
- Android
- Windows(2000-7) Yes many people still use 2000, I use 7 for graphical/tools reasons otherwise XP is a good Os still.
- Mac OS X Intel (10.5-current)
- Linux (Will be testing on Arch Linux)

I don't think sharpgl or opentk will have a problem with this, I'm just wondering what are the differences between sharpgl and opentk to make an educated decision.


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flopoloco's picture

As far as I know, OpenTK is the way to go because it powers MonoTouch (iOS) and MonoDroid (Android).

I don't know about SharpGL, you will have to contact the developer of the project and learn more about the capabilities of the library.

puklaus's picture

Opengl have cleaner api, and with opentk, it is very nice to program with ogl (because of these enums). And can do cross-platform applicati0ns.

SharpDX/SlimDX, you write only windows software. Dont know these apis, cant say anything bad (and good ;) ).

If you want to develop to android, I suggest changing to java (its compiler is free, monoandroid isnt).
And if you check java, check jme3, there you can write very easily android software, I checked and writed little demo to my galaxy mini in 30min. But, it is java, and I just changed it to c# again, I, myself, dont like java..

But, keep testing ;)

(edit): Oops, My bad, I first read sharpDX, not sharpGL :D But, OTK then, is the way to go.

the Fiddler's picture

OpenTK supports OpenGL ES and is bundled with MonoDroid/MonoTouch for Android and iOS. Last time I checked SharpGL did not support OpenGL ES at all.

Rukiri's picture

Been playing with both, OpenTK just seems "more" complete.
For the DX side I preferred slimdx.

physicallstar's picture

I love OpenTK .. xD