Lately I started using SFML instead of SDL for C++ Game Development. However, I'll still use SDL on future projects I hope. It's a brilliant library, so compact and portable that the games you write will be able to be compiled to a lot of platforms, even high school graphing calculators[1]. The SDL development still impresses me and 2.0.0 is a major milestone and multiple windows, new OpenGL, touch support, Android a…
I was wondering how SDL 2.0 stacks up against SFML? Does anyone know much about it?
I'm only doing 2D game development, so SDL's "simple 2D rendering API that can use Direct3D, OpenGL, OpenGL ES, or software rendering behind the scenes" is perfect for my needs. However it needs to support two basic things:
* Rotation (additional matrix transformation like scaling & shearing would be nice as as well)
* Transparency (being able to apply a color filter not necessarily limited to the alpha channel, like an RGBA filter would be nicer)
Does it support the above? (I'm guessing it does -- just want to be sure.)
Also, I know Android/iOS support for SFML is in the pipeline, but the fact that it's not ready yet is another reason it might be good to switch to SDL 2.