By: -.- (blarg.delete@this.mailinator.com), July 4, 2021 6:57 am
Room: Moderated Discussions
Doug S (foo.delete@this.bar.bar) on July 3, 2021 3:45 pm wrote:
> How often are specialty third party libraries used for Windows applications though
Very often from what I've seen. From 3rd party SDKs to interfaces/integration to proprietary software. Whether you're writing a plugin for commercial software, or using services that plug into your application (be it DRM, analytics or otherwise).
I don't see why you'd specifically separate out games - I assume you're just more familiar with them, but they're not somehow unique in this instance.
You basically get a set of DLLs, some documentation and, if lucky, a .h file.
There's a fair amount of open source libraries nowadays (though open source != portable), but there's still a tonne of proprietary stuff out there, particularly if what you're doing isn't highly generic, and thus, likely commercialised. It's just that a lot of this stuff is more B2B and not particularly publicly visible.
> How often are specialty third party libraries used for Windows applications though
Very often from what I've seen. From 3rd party SDKs to interfaces/integration to proprietary software. Whether you're writing a plugin for commercial software, or using services that plug into your application (be it DRM, analytics or otherwise).
I don't see why you'd specifically separate out games - I assume you're just more familiar with them, but they're not somehow unique in this instance.
You basically get a set of DLLs, some documentation and, if lucky, a .h file.
There's a fair amount of open source libraries nowadays (though open source != portable), but there's still a tonne of proprietary stuff out there, particularly if what you're doing isn't highly generic, and thus, likely commercialised. It's just that a lot of this stuff is more B2B and not particularly publicly visible.