Earlier quoted context omitted.
Ah thanks Piotr, also Cute looks very useful, great job.
It's not mine, I'm just a fan myself!
Swift and the Cute 2d game framework: Setting up a project with CMake
31–40 of 85 posts
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#32Last night I tried for maybe about 6 hours so many combinations of efforts to compile a C++, SDL3 and Lua program on Windows, with different IDEs, build systems, compilers, package managers etc. Finally I'm just giving up and using VS with CMake and vcpkg. The main problem is that there's way too many words on all those documentation pages. It would have taken 3 or 4 days to read them all, and maybe only 2 hours wort…
I agree. I used chatgpt to write a makefile to compile sokol+Tracy. It's a pretty solid, generic makefile. But "build system complexity" pushed me away from sdl, magnum graphics and bgfx into the arms of sokol. And I'm a 10+ year gamedev. Out of all of c++'s sins, the lack of a solid integrated build system is the one that bites me the most.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#33> For many games variable timestep is a good choice. It really isn't.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#34Swift has to shed the perception that it only works on apple platforms. I've found the the C++ interop to be pretty good for my computer vision use cases.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#35Earlier quoted context omitted.
I wonder if there is a SDL3 wrapper that comes with a scripting language[0], hot reload and build scripts for every major platform. Love2D seems close to that, but afaik it doesn't support SDL3 features like the new GPU API. [0]: It's not like I'm allergic to C++, but I firmly believe when developing something that is mostly interactive, such as complex GUI or games, a language that is garbage collected and can be ho…
That's what I'm working on, basically love2d but SDL3 and TS/JS (via QuickJS). And no box2d builtin, but easily importable via CDN.
Which I can't.
This always happens every few years. It takes me about a week to get a C++ program compiling and running, and by the end of it, I've lost all motivation, forget how any of it works, and delete it all and move back to TypeScript/web stuff. At least that I know despite all its warts.
[edit] figured it out
Hello me from the future, googling this in a few years. It's actually really simple: just follow the same steps on that page you were on[1] except you HAVE TO run the `vcpkg new --application` and `vcpkg add port fmt` commands in the dev cmd prompt, you can't just add the file manually for some reason, even though that's all it seems like it's doing.
[1] https://learn.microsoft.com/en-us/vcpkg/get_started/get-star...
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#36Earlier quoted context omitted.
I agree. I used chatgpt to write a makefile to compile sokol+Tracy. It's a pretty solid, generic makefile. But "build system complexity" pushed me away from sdl, magnum graphics and bgfx into the arms of sokol. And I'm a 10+ year gamedev. Out of all of c++'s sins, the lack of a solid integrated build system is the one that bites me the most.
My theory is that good C++ devs haven't yet made a simple yet powerful build system because they're too busy making lots and lots of money writing enterprise C++.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#37Last night I tried for maybe about 6 hours so many combinations of efforts to compile a C++, SDL3 and Lua program on Windows, with different IDEs, build systems, compilers, package managers etc. Finally I'm just giving up and using VS with CMake and vcpkg. The main problem is that there's way too many words on all those documentation pages. It would have taken 3 or 4 days to read them all, and maybe only 2 hours wort…
I wonder if there is a SDL3 wrapper that comes with a scripting language[0], hot reload and build scripts for every major platform. Love2D seems close to that, but afaik it doesn't support SDL3 features like the new GPU API. [0]: It's not like I'm allergic to C++, but I firmly believe when developing something that is mostly interactive, such as complex GUI or games, a language that is garbage collected and can be ho…
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#38Earlier quoted context omitted.
I wonder if there is a SDL3 wrapper that comes with a scripting language[0], hot reload and build scripts for every major platform. Love2D seems close to that, but afaik it doesn't support SDL3 features like the new GPU API. [0]: It's not like I'm allergic to C++, but I firmly believe when developing something that is mostly interactive, such as complex GUI or games, a language that is garbage collected and can be ho…
That's what I'm working on, basically love2d but SDL3 and TS/JS (via QuickJS). And no box2d builtin, but easily importable via CDN.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#39Earlier quoted context omitted.
That's what I'm working on, basically love2d but SDL3 and TS/JS (via QuickJS). And no box2d builtin, but easily importable via CDN.
That's my idea stack as well (I tried to build something like SDL2 + V8 at some point but ended up giving up...) If you have a repo/website set up please leave a link for me to follow :)
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#40Last night I tried for maybe about 6 hours so many combinations of efforts to compile a C++, SDL3 and Lua program on Windows, with different IDEs, build systems, compilers, package managers etc. Finally I'm just giving up and using VS with CMake and vcpkg. The main problem is that there's way too many words on all those documentation pages. It would have taken 3 or 4 days to read them all, and maybe only 2 hours wort…
Try the breakout example, I play around with it a lot. You’ll just need the Zig 0.14 compiler and it should be painless.