SDL3.1.3 Stable ABI Preview - October 2024 [News]

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  • Опубликовано: 18 окт 2024
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    ►Lesson Description: In this video I give you some updates about the upcoming SDL3 release. As you know, we have a large playlist for SDL2 (www.youtube.co..., but with SDL3 coming, there are more exciting APIs being added to this great cross-platform library. Otherwise, thanks for your time and attention folks, I want to thank our subscribers and members who support this channel!
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Комментарии • 15

  • @WarriorAlexOG
    @WarriorAlexOG 19 часов назад +1

    The moment I heard about SDL3's return, I was so hyped. I'm very happy to see it stable and in ABI. Setting up a dev environment now to play around with it and the new features.
    Great video going over the general changes and added features. Thank you for the work and effort you put into it. Cheers!

    • @MikeShah
      @MikeShah  19 часов назад +1

      100% agreed -- a lot of good engineers have worked on sdl over the years, and I really think sdl 3 is a home run (i.e. going to be great for development)🙂

    • @WarriorAlexOG
      @WarriorAlexOG 19 часов назад +1

      @@MikeShah Absolutely. So many new features and QoL changes that I'm personally excited to use, and I can only imagine how well seasoned devs will make use of all of these vast improvements. SDL2 was already fantastic, SDL3 will be legendary.

  • @androth1502
    @androth1502 4 дня назад +3

    looks great. i'll probably use it just for the non-libc cross-platform system api stuff; file system, storage, file dialog, process, threading and keyboard.

  • @LukeAGuest
    @LukeAGuest 4 дня назад +2

    I'm the developer of the Ada bindings and we have tasking in the language. If you have threading built into the language, especially safer threading, there's literally no need to use the "cross platform" pthread-like api.
    SDL3 is a massive API change and I don't want to hand bind that.
    As for the GPU API, they have their own shader compiler which compiles down to an abstract shader, which then was supposed to be compiled further down to whatever the hardware is using. But, I don't know if they've got that in yet.

    • @MikeShah
      @MikeShah  4 дня назад +1

      Fair point! I haven't used SDL_Thread in production as I have mostly used SDL with C++ and D which have threading capabilities anyway -- so that's likely the same story with many languages :) That said, I imagine it could be nice to wrap SDL_Thread on platforms (I imagine C for instance) where you want a wide range of portability and to build up the concurrency model from simple primitives.

  • @makeshiftsavant
    @makeshiftsavant 4 дня назад +1

    Yeah i got bored last night and it took a few hours but i was able to get it working in xcode a bit easier than most of the metal/directx workflow stuff ive done together on that platform so I'd really like to lean into SDL3!
    (I primarily write opengl with Python but have been gravitating towards c++, SDL and DirectX the past few weeks)

  • @josemanuelruizgonzalez9353
    @josemanuelruizgonzalez9353 4 дня назад +2

    Nice!

  • @ZILtoid1991
    @ZILtoid1991 4 дня назад +1

    I used to use SDL2 for my D game engine, but decided to make my on instead (iota).

    • @MikeShah
      @MikeShah  4 дня назад

      Very cool -- I've seen iota on the announcements recently :) I'll probably have a minimal window framework at some point too -- it's a good thing to know how to do, or otherwise for supporting other platforms.

  • @twenty-fifth420
    @twenty-fifth420 4 дня назад +3

    SDL 3 is going to crack the gaming industry.Combined with Raylib's 2-D/3-D capabilities, you can make any game/engine you want.
    In fact, while I am more of a Raylib person, I have to admit, SDL Is legendary.
    I also 'heard' but never used, but SDL Is header-first library based? There is a link in the wiki for just SDL Headers so I assume it is the case.
    I am excited though.

    • @cybernit3
      @cybernit3 4 дня назад +1

      Are you saying you can combine Raylib with SDL3? SDL3 has vulkan support so that is quite important for the future. I wish Raylib would have vulkan support.