SDL 2.0.0 is out after many years in development
41–50 of 62 posts
Re: SDL 2.0.0 is out after many years in development
#42Lately 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 really like SFML, I've been using for a small game project of mine as well. The API is just nice and beautiful. 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 thin…
http://stackoverflow.com/questions/2842198/which-is-better-s...
Re: SDL 2.0.0 is out after many years in development
#43Earlier quoted context omitted.
I really like SFML, I've been using for a small game project of mine as well. The API is just nice and beautiful. 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 thin…
Yes. SDL_RenderCopyEx and SDL_SetTextureAlphaMod is what you want.
I think I'm going to switch to SDL, primarily for the Android/iOS support!
[1] http://wiki.libsdl.org/moin.fcg/SDL_RenderCopyEx
[2] http://wiki.libsdl.org/moin.fcg/CategoryRender
Re: SDL 2.0.0 is out after many years in development
#44Earlier quoted context omitted.
That's great news, I always felt the whole SDL_main thing to be quite evil.
> That's great news, I always felt the whole SDL_main thing to be quite evil. Evil or not, it solves a practical problem that you would have to work around if SDL did not. And AFAIK, you have always had the option of not using SDL_main if you wish to solve the problem on your own. On desktop platforms the program entry point is pretty easy to solve (main vs. WinMain) with an SDL_main-style macro or command line args…
It was annoying to me because I worked on a application that did the same thing internally and where SDL was not a hard dependency. But well, it's not that bad as I make it sound.
Re: SDL 2.0.0 is out after many years in development
#45I remember using SDL more than a decade ago and in general it was a pleasant experience. My only gripe was that it needs to hijacked the main loop. Nevertheless, I will give it a shot again. Good work Sam!
It's amazing because I did it for fun and I used some data structures I would have never expect to be so portable (ie. using a double linked list of objects in static memory instead of alloc/free). I wonder if that's why it works even in very limited hardware.
My favourite, the game running on a TI-Nspire calculator: http://www.youtube.com/watch?&v=acdAqxiwG7I&t=15
Re: SDL 2.0.0 is out after many years in development
#46Re: SDL 2.0.0 is out after many years in development
#47Earlier quoted context omitted.
> Let me guess: it's still impossible to minimize a full screen game on Linux or alt-tab etc. You can hardly blame SDL for this, games are not really what X11 was designed for. Setting up full screen and asking for exclusive access to the keyboard will prevent the window manager from doing anything to it. My solution for this problem: use a window manager that can full screen any window and switch back. > and the joy…
> You can hardly blame SDL for this, games are not really what X11 was designed for. It's funny how the Windows version of the game usually works just fine in Wine, minimization and window switching included. > Setting up full screen and asking for exclusive access to the keyboard will prevent the window manager from doing anything to it. Then why are they asking for exclusive access to the keyboard in the first plac…
For an SDL2-using game, I tried BrütalLegend and alt-tab works as you'd expect when using OpenBox. I usually just run games in a separate X server with just OpenBox to isolate them from messing with my main desktop. Plus, they can't block ctrl+alt+F7.
Re: SDL 2.0.0 is out after many years in development
#48Re: SDL 2.0.0 is out after many years in development
#49Earlier quoted context omitted.
SDL exists, is tiny, modular and efficient. Not to mention has loads of extensions.
#include int main(void) { GLFWwindow* window; if (!glfwInit()) return -1; window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); while (!glfwWindowShouldClose(window)) { /* Render here */ glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } VS #include #include /* Our program's entry point */ int main(int argc,…
Re: SDL 2.0.0 is out after many years in development
#50Let me guess: it's still impossible to minimize a full screen game on Linux or alt-tab etc., and the joystick will still not be recognized if you plug it in after the game starts.