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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T10:34:32+00:00 2026-05-16T10:34:32+00:00

I’m a relatively new developer, and I’m looking to learn C++. I’ve had experience

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I’m a relatively new developer, and I’m looking to learn C++. I’ve had experience coding in java, javascript, actionscript, and python, but I want something fast enough to do some high performance 2D and 3D games.

When I eventually learn the basics (control structures, classes, etc) I’d like to develop a 2D game. I’ve explored various libraries for 2D graphics (cairo, sdl, openframeworks, clutter) but clutter seemed to be the most optimised for accelerated graphics and vector drawing.

Would clutter be a good fit for a 2D game? I realise that it maintains its own scenegraph unlike other libraries, but I’ve developed a flash game in the past, so I should be used to that.

Are there any performance issues I should be aware of? Has anyone else had experience doing heavy graphics with clutter?

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  1. Editorial Team
    Editorial Team
    2026-05-16T10:34:32+00:00Added an answer on May 16, 2026 at 10:34 am

    I must admit I’ve never heard of Clutter before, probably because it’s not a Windows library and the majority of games developers work on Windows platforms. Similarly, most game developers (even indie/hobbyist ones) are not considering Cairo, or Openframeworks either. More common by far would be the use of SDL, although that is not fully hardware accelerated and thus not a good choice for modern games. SFML is an alternative that is growing in popularity, but most game developers these days are probably rolling their own OpenGL rendering on top of something like SDL.

    By the looks of it, Clutter might be a good choice, and it certainly seems fully-featured. But sometimes the problem with the larger frameworks is that they become a bit of a walled garden and it’s hard to integrate extra bits that you might need – for example, I don’t know how well the input might work.

    The other problem with using a less well-known engine is that if you go to https://gamedev.stackexchange.com/ or http://www.gamedev.net and ask questions, the community won’t be able to help as much since they are not familiar with the technology you’re using. You have to balance the cost of that against the potential gains that come from using an unpopular but actually very competent library. (As well as the possibility that these other guys know something you don’t…)

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