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by eropple 4686 days ago
The amount of code necessary to wire up a well-written application into iOS and Android is pretty minor. I'd rather do that where I can't use GLFW (I mean, GLEW does most of the hard work anyway, and that is portable). GLFW epitomizes a good library for this stuff, in that it's minimal and minimizes the amount of stuff you have to wrestle with when writing C++; on the other hand, SDL forces you to come to grips with its weight and its own dubious design decisions (and a lot of plumbing code to make it sane in C++).

When wrapping OpenGL code myself, at least the dubious design decisions are my own and I understand them intuitively.