This guy is a literal legend. Here's a list of just some of the things he has helped port to Linux: Left 4 Dead 2 Unreal Tournament Call of Duty Medal of Honor Rocket League Google Earth Crysis Wars Battlefield 1942 Psychonauts Serious Sam America's Army Postal 2 Postal 1 Second Life Killing Floor Dungeon Defenders Dungeons of Dredmor Braid Super Meat Boy The End is Nigh Aquaria Dear Esther Lugaru HD Sanctum 2 Goat Simulator LIMBO
+_greyfox() SFML is a newer offering. SDL has been there for many years. For me it had to be SDL as I want to do ios games, and ios for SFML is still very experimental at this stage (2015)
+_greyfox() Same here. Having to compile GLFW, GLEW etc. So lame. I just wonder if I need to prefix my gl calls with SDL_GL or could just use glFunction
I have tried about two dozen different libraries to try and figure out what is most suitable for my retro-style projects. SDL came out out on top. Thank you for talking more about it!
Great job answering questions throughout. Hit on a ton of information, repeated questions for the viewers. Thanks! Actually considering starting a new project in SDL over something else after watching this. My only fear is my lack of time.
There needs to be better tutorials for using SDL2 and creating games. Something similar to what XNA with small samples would be more productive, because everybody is not at the same level as everybody else in regards to game programming.
***** LazyFoo's are good for starters, there are too many others just like his that more or less stop at the same point. Nobody really wants to go into actually creating states, ECS or animating a 3D model.
***** The library is not the problem. The problem is that people keep making the same mundane tutorials like a broken record and stop at the same point. Very few (like lazy foo) takes it a bit further, yet call it game development or game programming.
I have been flip flopping between focusing on SDL2 or SFML2 for the past like 5 months. I keep coming back to this video and assure myself that I should stay with SDL.
I think he should have talked a little bit more about RWOps as it is *essential* for Android development to access your resource files (images, sounds, etc), as they reside on non-standard and sometimes non-predictable places. All in all, a very good talk, I wish I was there.
19:30 as an example I can recall SDLPOP which is a reverse enginered MS-DOS Prince Of Persia rewritten for SDL, it's open source and also available at github.
I have used SDL but I had a lot of trouble when I wanted geometric primitives like circles or polygons. I had to get sdl-gfx working which was not easy. That was the only real downside because sfml and allegro already include shape drawing and text drawing as part of their official installation. I think the SDL team needs a solution to this.
I swear I get recommended this video every other time I load RUclips. I get it matches my VR ValVe Declared interest, but seriously, why does it seem so important
I really miss the days when you had to actually know what you were doing to make a game. These days, anyone can crap out a game in GameMaker in 30 minutes and call themself a game developer.
Very awesome. I have been taking on SDL2 (C# binding) and so far I love it. I have all the power to easily pull off what I want to for my game engine and tools!! Highly recommend!
I just ditched Allegro 5 for SDL and after watching this video I feel even better with my choice. Allegro 5 has very poor documentation, no books, not many tutorials, very small community, very ugly API and too much code to write. SDL 2.0 is the opposite of Allegro 5 in every aspect and the more I use it the more I love it.
Well, for a start in SDL 2.0 you have to type much less code than Allegro 5 for basically doing the same things. The API is also very clean and the documentation is much better with more examples to learn from. So yeah I would recommend you switch to SDL 2.0 as it would make your programming life much easier. If you want to start learning, head over lazyfoo.net/tutorials/SDL/index.php it covers everything you need to get started.
I discovered SDL years ago and find puzzling why SFML came along, it just seems it's trying to reinvent the wheel, SDL2 dose the job fine and well supported and years of development, not that SFML is bad just we already have a decent one that works.
What do you think is better for simple 2d game development? I've been using sfml and I really like it. What are the benefits of using SDL rather than SFML?
***** Stick with SFML, it is a lot better than SDL because it is higher level. Most people don't need that lower level. If they need something as low level as SDL, they might as well just roll their own engine using OpenGL. Because anyone but the most stringent of requirements will be more than fine with SFML or even engines that are higher level than that. Never worry about optimization, especially as a newbie. Worry about finishing a game. So work as high level as you can, with something which provides a ton of resources. XNA or Unity are loaded with resources. SDL and SFML are not. However, SFML can be easily used to make a game compared to SDL. My strongest suggestion if you don't want to go higher level, is to go SFML.net. Working with C# will make your life easier, compared to the living hell of C++ game dev. You don't want to be working for a month on the basics of rendering and loading assets into memory, when any higher level framework or engine does that for you in seconds. This is important, because it is irrelevant if C++ and SDL are "better for performance" or lower level. To make games, you WANT higher level frameworks, libraries, and engines. They save time. Time which will result in a game being finished. Since the #1 fault in game dev is never finishing a project, this is important. In the end, real professionals only use SDL/SFML/Other to make their own higher level engine. Tools (as opposed to games) are very often made in C# because with C# you can do things in one line of code (or not at all) that would take entire classes with C++. If you WANT that low level experience, which is your excuse as to why you dont want higher level engines, then you should just go down to the lowest and make your own rendering engine with just OpenGL. SDL and SFML are niche. If you want the learning experience, go to the bottom so you learn the most. If you want to make games, go higher to get it done faster. If a real developer needs to do things in a very specific way, going lower level makes sense because a higher level engine or framework wouldn't handle assets properly. However, if that is the case... NO framework will handle assets properly. They all want you to do things the way THEY want. So all that is left are developers who need to do things in any way, which makes you question as to why they don't go higher level. Hence why SDL and SFML are niche. They are designed to save you time, but whether or not that time is worth it is a niche circumstance. If you need to save time, going higher level makes more sense. The fault of higher level (like Unity) is less control over everything, which can make things difficult if your game handles assets uniquely. Which won't be the case unless you are a weirdo like myself. So the only time you'd want to use SDL/SFML is when you want to work in C++ (or SFML.net if you want to work in C#) and you want to do everything yourself...except rendering and other basic things like input, audio, etc. Still... there are many other frameworks out there which do those things (and more or less; for ex. Cocos2D or MonoGame/Xna). If you don't believe me, then look at reality. How many AAA studios use SDL and SFML? They don't really. Why does Unity have over a million registered developers? Because it's higher level, cutting out the low level crap. Why do AA kickstarter studios use Unity, like Richard Garriott or the makers of the new Shadowrun games? Because it's higher level, cutting out the low level crap. I have two games currently in development. One is a simple 2D game, likened to a mix of FTL: Faster than Light and The Sims. I use Unity, because the assets are nothing more than pixel art. The second game requires its own engine, because the assets will fill gigabytes worth of memory. The way I need to handle the art assets is contrary to what every engine and framework want me to do, but I have few other options outside of lowering quality of the assets. However, I have successfully used SFML.net so far. It would work, but a custom system would be much better because I run across bugs in SFML constantly due to the way I'm trying to use the assets. No one has done what I am trying to do since the 90's, but the art pipeline for modern gaming has taken a turn towards 3D, even when in 2D.
Peter Brett Only after Valve bought it and turned it into SDL 2.0. They also have reasons for doing this business move. It isn't because SDL is the hottest thing since sliced bread. Valve wouldn't be using SDL if they didn't pour money into it. Nice try though.
Might also want to mention what Valve does with SDL. It doesn't use SDL to completely recreate their engine from scratch, nor create their video games. Here is an example of how they use SDL. "SDL provides Valve with a comprehensive range of language services, including localization, voiceover recording, and website translation. This unique and rewarding relationship was tested recently when Valve approached SDL to translate 25 hours of gaming content into 6 languages in only 2 weeks-a feat that SDL accomplished on-time and to an exemplary standard of quality." Just like with most game libraries, AAA studios only use them for game tools. If you see a list of "major titles" for these game libraries, they mostly consist of a handful of semi-famous titles- but noted for being a TOOL in the creation of that semi-famous title. Unless you truly believe the engine for "Star Wars: The Force Unleashed" was created using Slim-DX.
Carter Gabriel "Valve wouldn't be using SDL if they didn't pour money into it" and they wouldn't have put money into it if they didn't plan on using it dumbass - its a pretty simple concept, they see a good product that meets their business needs and decide to put money into it - you obviously are not as smart as you think you are - maybe you should spend more time programming and less time posting on youtube
Sorry for commenting on nearly a 10-year-old-video but is it possible to share a single Texture2d on the gpu between renderers? I have a spritesheet that will be used universally and I don't see a reason to bind it to every renderer (each window needs it's own separate renderer, right?) for each window; every window should ideally be referencing the same spritesheet on the gpu. It's a massive spritesheet that encompases all of the textures in the game (4k) so there's no need to texture swapping. Ideally there shouldn't be any need for redundant copies of the texture on the gpu either simply because it's being used by multiple windows/renderers.
why are there no books on sdl 2 out there? SFML is much younger and there already exist some books. Would like to use SDL but cannot find a good book about it...
It does and from the same publisher too. I think api doc. and lazyfoo tutorials are good enough to learn. www.amazon.com/SDL-Game-Development-Black-White/dp/1849696829/ (Haven't read it personally)
both of these are SDL www.amazon.com/dp/1305110382/ref=rdr_ext_tmb www.amazon.com/dp/1849696829/ref=rdr_ext_tmb and here's a great web site lazyfoo.net/tutorials/SDL/index.php
hey.., i'm just knew few thing but, i have newbie question to ask, so sdl wasn't for rendering, it's using openGL to, but does the sdl api handle crossfire and SLI to? Lol
I tried to configure a Wiimote+Nunchuk as a gamepad in Big Picture mode under Linux, but somehow I couldn't configure the Y axis of the nunchuk analog stick (hte X axis worked fine), even though *that* did work without configuration (almost nothing else did, though). Strange.
Well, if only this guy can convince Valve to change them and port the Source Engine for Linux Dev that would be great. But once again, not everyone changes.
Weird question but If you're making a 2d game, would you need openGL/vulkan/directX (direct3d?), or would SDL be enough for any kind of 2D? Would you still want a graphics api for a 2d game anyways?
Ye SDL Never Works For Me I Always Get LNK2001 That Leads To _SDL_main_ In Like I Think Its Called SDL2main.lib Or Something Like That And I Don't How To Fix It, It Should Be Noted I Use VS2015 And Looked Up How To Set It Up And Even Made A Template For It
Is there a possibility to enable Auto-Closed Captions? I am not native english speaker so I usually lost the jokes this guy tell and so because the speed of his speaking.
Actually a surprising amount of Linux developer use Mac, just because there isn't any laptop better than Mac, considering the machine as a whole, a stunning monitor, great aluminium shell, slim and light, no noisy fan. Other machines may better than Mac at some aspects, but the overall package of Mac is still very attractive, especially after the M1 release, Mac somehow becomes more cost efficient. Since macOS is kind of unix, many Linux stuff can compile and run there. And there is always an option to VM a linux inside a mac. But that is the laptop world, I doubt that Linux developer would use Mac as their desktop.
Now if only they would get away from the hell that is carrying around 20 different SDL .DLLs for every extension you want to do. I love SDL but hate the implementation. It started having to have SDL2.dll which was annoying enough but then you need SDLimage, SDLaudio SDL this SDL that etc...etc... Its a pain in the ass.
3 months later and writing another project in SDL2 and I still share this same sentiment if not more so. Let us statically link SDL, damn is that so hard to do?
Doesn't respect the "activity lifecycle", doesn't allow multiple instances, leaks resources, the main activity name can not be changed, so that per android spec you can't install more than one SDL-based app per device and several other things. But it compiles and kinda runs something, yes.
lennyhome Well I can't say anything about it respecting lifecycle, never tested that myself. Regarding multiple instances, I don't know any android app that has multiple instances of itself, so I guess thats not SDL fault. You *can* change avtivity name, it is very easy and SDL's README has instructions on how to do so. I've done it myself. I dare say SDL's android support more than "just very barely works". It is a viable solution. And we stay on the same API, which is the brightest side of all this.
You're right about changing the activity name and one can live without support for multiple instances. Maybe the biggest issue I have is the size of the bare library, about 1.5 Mb, which isn't even that much. Maybe it's the oddities of the NDK environment and knowing there's some JNI code somewhere. Maybe it's just me. I take my initial comment back. SDL does work on Android.
Internet is so sensitive these days. Or maybe it always has been. Thats why I try my best to stay away from comments.. Discounting this one of course. :)
***** Executor ran pre-OS X software, so getting an Intel Mac wouldn't help any. I was mainly complaining that Executor couldn't be compiled on modern versions of OS X. Even if it could, it doesn't take advantage of resource forks on OS X. In fact, Executor ran pre-PowerPC apps! It is an *old* piece of software. And yes, I have an Intel Mac.
This guy is a literal legend. Here's a list of just some of the things he has helped port to Linux:
Left 4 Dead 2
Unreal Tournament
Call of Duty
Medal of Honor
Rocket League
Google Earth
Crysis Wars
Battlefield 1942
Psychonauts
Serious Sam
America's Army
Postal 2
Postal 1
Second Life
Killing Floor
Dungeon Defenders
Dungeons of Dredmor
Braid
Super Meat Boy
The End is Nigh
Aquaria
Dear Esther
Lugaru HD
Sanctum 2
Goat Simulator
LIMBO
is rocket league still playable on linux after being bought by epic?
So much to talk about and so little time, but this guy nails it without exploding! Nice!
Holy crap. I'm convinced. I haven't written a single line of code in SDL, but I already fallen in love with it. No more SFML. SDL, here I come!
_greyfox() Welcome! :D
I've tried SDL2 and SFML2, but my heart belongs to SDL.
_greyfox() It's bad practice to precede a userspace function with an underscore
+_greyfox() SFML is a newer offering. SDL has been there for many years. For me it had to be SDL as I want to do ios games, and ios for SFML is still very experimental at this stage (2015)
+_greyfox() Same here. Having to compile GLFW, GLEW etc. So lame. I just wonder if I need to prefix my gl calls with SDL_GL or could just use glFunction
+_greyfox() although I prefer sdl to sfml the difference isn't night and day
Quick recommendation. Improve the website, documentation and adding of more quick samples to the documentation.
nothing was done with this information it seems
Their website is so bad fr. On the other hand look at raylib
I have tried about two dozen different libraries to try and figure out what is most suitable for my retro-style projects. SDL came out out on top. Thank you for talking more about it!
Great job answering questions throughout. Hit on a ton of information, repeated questions for the viewers. Thanks! Actually considering starting a new project in SDL over something else after watching this. My only fear is my lack of time.
This was a great presentation. I will definitely check out SDL 2
2019 and SDL is still a great little library to use.
2024 and still the best!
@@Rock4896 Absolutely. Still works perfectly.
Re-affirmed my decision to use SDL. Great presentation.
just because of this, i started using sdl. srsly. i'm loving it for its simplicity.
I love this talk. I can feel the enthusiasm!
Or nervousness :)
There needs to be better tutorials for using SDL2 and creating games. Something similar to what XNA with small samples would be more productive, because everybody is not at the same level as everybody else in regards to game programming.
***** Not up to par
***** LazyFoo's are good for starters, there are too many others just like his that more or less stop at the same point. Nobody really wants to go into actually creating states, ECS or animating a 3D model.
***** The library is not the problem. The problem is that people keep making the same mundane tutorials like a broken record and stop at the same point. Very few (like lazy foo) takes it a bit further, yet call it game development or game programming.
@@Murderface666 Sanjay Madhav's book looks promising in this respect
This is a library that dos not get enough 'media' coverage. Good and necessary talk; i wish there were more like it.
Do other 2d libraries get coverage?
Really good presentation. Thank you SDL. Thank you guys.
I use SDL2.0 and OpenGL for my games :) SDL seems to works perfectly and fast
I have been flip flopping between focusing on SDL2 or SFML2 for the past like 5 months. I keep coming back to this video and assure myself that I should stay with SDL.
This is my favorite and most used library ever. Thanks for making it. I wish I can one day contribute to it.
Awesome talk im going to use sdl now
this guy is a genius... its amazing how knowledgeable he is about his passion...
I would love to work with Ryan.. I bet I could learn a lot...
Yeah, I'd like to work alongside him too.
What a great communicator!
I am giving this great video a rewatch now that I finally have SDL2 linked up in VS. =)
I think he should have talked a little bit more about RWOps as it is *essential* for Android development to access your resource files (images, sounds, etc), as they reside on non-standard and sometimes non-predictable places. All in all, a very good talk, I wish I was there.
the oddworld t-shirt made me love him even more
just started doing some work in sdl2. i made tic-tac-toe and a basic 2d tile game. seems pretty legit.
19:30 as an example I can recall SDLPOP which is a reverse enginered MS-DOS Prince Of Persia rewritten for SDL, it's open source and also available at github.
I also get nauseous when I see the dance which is required to just open a window and a rendering context in Direct3D.
True. I later discovered that as well.
Just stay away from everything written by MICROSOFT :D WINAPI/D3D/NET/MFC you name it - NEVER TOUCH IT!
Haptic perception (Greek: haptόs “palpable”, haptikόs “suitable for touch”) literally denominates "to grasp something". ( From Wikipedia )
Great Oddworld t-shirt, loving it
Great speaker! Great video! I feel like my game is already done!
I have used SDL but I had a lot of trouble when I wanted geometric primitives like circles or polygons. I had to get sdl-gfx working which was not easy. That was the only real downside because sfml and allegro already include shape drawing and text drawing as part of their official installation. I think the SDL team needs a solution to this.
Yes, very solid presentation! And Pilotwings FTW!!!
I swear I get recommended this video every other time I load RUclips. I get it matches my VR ValVe Declared interest, but seriously, why does it seem so important
Why there are so few people watching the presentation live?
26:45 "Wiggled a stick. Pushed some buttons."
What a bro. 'It's probably our fault and we'll fix it.'
As I understand it Haiku is not "a newer version of BeOS" but an open source clone (probably with some new stuff/updates).
thank you steam, very cool
Great talk; very informative.
I really miss the days when you had to actually know what you were doing to make a game. These days, anyone can crap out a game in GameMaker in 30 minutes and call themself a game developer.
I love this talk!
Very awesome. I have been taking on SDL2 (C# binding) and so far I love it. I have all the power to easily pull off what I want to for my game engine and tools!! Highly recommend!
I was already gonna learn sdl once I learn c++. This is making even more excited!
2 months later and you've quit c++ and lost all motivation to do anything programming related...
4 months later and you're playing with C, and kind of enjoying it.
@@BlazertronGames lol
Yo what is wrong with c++?
Learn Nim. Python like syntax but compiles to C. There is a wrapper for SDL2
i love how he is so energetic
Great presentation. Thanks.
Ryan Gordon. Gordon Freeman. Half-Life 3 confirmed.
HAHAHAHAHA
they fired the writers of the half life series they ended the myth
Wow... 17 minutes and I'm convinced.
I just ditched Allegro 5 for SDL and after watching this video I feel even better with my choice. Allegro 5 has very poor documentation, no books, not many tutorials, very small community, very ugly API and too much code to write. SDL 2.0 is the opposite of Allegro 5 in every aspect and the more I use it the more I love it.
i used Allegro 5 for many years. I'm thinking about changing it for SDL2 too. Does it really worth? Any opinion for anybody?
Well, for a start in SDL 2.0 you have to type much less code than Allegro 5 for basically doing the same things. The API is also very clean and the documentation is much better with more examples to learn from. So yeah I would recommend you switch to SDL 2.0 as it would make your programming life much easier. If you want to start learning, head over lazyfoo.net/tutorials/SDL/index.php it covers everything you need to get started.
Mr. Ryan Gordon, you are going too straight on it... Congratulations... You should now create games more stronger than ever possible throught.. 😇
I discovered SDL years ago and find puzzling why SFML came along, it just seems it's trying to reinvent the wheel, SDL2 dose the job fine and well supported and years of development, not that SFML is bad just we already have a decent one that works.
wow, so nice, i actually ove SDL, it is so powerful and also so easy and intuitive to learn, like it very much, nice talk
What do you think is better for simple 2d game development?
I've been using sfml and I really like it. What are the benefits of using SDL rather than SFML?
*****
Stick with SFML, it is a lot better than SDL because it is higher level.
Most people don't need that lower level. If they need something as low level as SDL, they might as well just roll their own engine using OpenGL. Because anyone but the most stringent of requirements will be more than fine with SFML or even engines that are higher level than that.
Never worry about optimization, especially as a newbie. Worry about finishing a game. So work as high level as you can, with something which provides a ton of resources. XNA or Unity are loaded with resources. SDL and SFML are not. However, SFML can be easily used to make a game compared to SDL.
My strongest suggestion if you don't want to go higher level, is to go SFML.net.
Working with C# will make your life easier, compared to the living hell of C++ game dev. You don't want to be working for a month on the basics of rendering and loading assets into memory, when any higher level framework or engine does that for you in seconds.
This is important, because it is irrelevant if C++ and SDL are "better for performance" or lower level. To make games, you WANT higher level frameworks, libraries, and engines. They save time. Time which will result in a game being finished. Since the #1 fault in game dev is never finishing a project, this is important.
In the end, real professionals only use SDL/SFML/Other to make their own higher level engine. Tools (as opposed to games) are very often made in C# because with C# you can do things in one line of code (or not at all) that would take entire classes with C++.
If you WANT that low level experience, which is your excuse as to why you dont want higher level engines, then you should just go down to the lowest and make your own rendering engine with just OpenGL.
SDL and SFML are niche. If you want the learning experience, go to the bottom so you learn the most. If you want to make games, go higher to get it done faster.
If a real developer needs to do things in a very specific way, going lower level makes sense because a higher level engine or framework wouldn't handle assets properly. However, if that is the case... NO framework will handle assets properly. They all want you to do things the way THEY want. So all that is left are developers who need to do things in any way, which makes you question as to why they don't go higher level. Hence why SDL and SFML are niche.
They are designed to save you time, but whether or not that time is worth it is a niche circumstance. If you need to save time, going higher level makes more sense. The fault of higher level (like Unity) is less control over everything, which can make things difficult if your game handles assets uniquely. Which won't be the case unless you are a weirdo like myself. So the only time you'd want to use SDL/SFML is when you want to work in C++ (or SFML.net if you want to work in C#) and you want to do everything yourself...except rendering and other basic things like input, audio, etc.
Still... there are many other frameworks out there which do those things (and more or less; for ex. Cocos2D or MonoGame/Xna).
If you don't believe me, then look at reality.
How many AAA studios use SDL and SFML? They don't really.
Why does Unity have over a million registered developers? Because it's higher level, cutting out the low level crap.
Why do AA kickstarter studios use Unity, like Richard Garriott or the makers of the new Shadowrun games? Because it's higher level, cutting out the low level crap.
I have two games currently in development. One is a simple 2D game, likened to a mix of FTL: Faster than Light and The Sims. I use Unity, because the assets are nothing more than pixel art.
The second game requires its own engine, because the assets will fill gigabytes worth of memory. The way I need to handle the art assets is contrary to what every engine and framework want me to do, but I have few other options outside of lowering quality of the assets. However, I have successfully used SFML.net so far. It would work, but a custom system would be much better because I run across bugs in SFML constantly due to the way I'm trying to use the assets. No one has done what I am trying to do since the 90's, but the art pipeline for modern gaming has taken a turn towards 3D, even when in 2D.
Carter Gabriel "How many AAA studios use SDL and SFML? They don't really." -- well, Valve does (obviously).
Peter Brett
Only after Valve bought it and turned it into SDL 2.0.
They also have reasons for doing this business move. It isn't because SDL is the hottest thing since sliced bread.
Valve wouldn't be using SDL if they didn't pour money into it.
Nice try though.
Might also want to mention what Valve does with SDL. It doesn't use SDL to completely recreate their engine from scratch, nor create their video games.
Here is an example of how they use SDL.
"SDL provides Valve with a comprehensive range of language services, including localization, voiceover recording, and website translation. This unique and rewarding relationship was tested recently when Valve approached SDL to translate 25 hours of gaming content into 6 languages in only 2 weeks-a feat that SDL accomplished on-time and to an exemplary standard of quality."
Just like with most game libraries, AAA studios only use them for game tools. If you see a list of "major titles" for these game libraries, they mostly consist of a handful of semi-famous titles- but noted for being a TOOL in the creation of that semi-famous title.
Unless you truly believe the engine for "Star Wars: The Force Unleashed" was created using Slim-DX.
Carter Gabriel "Valve wouldn't be using SDL if they didn't pour money into it"
and they wouldn't have put money into it if they didn't plan on using it dumbass - its a pretty simple concept, they see a good product that meets their business needs and decide to put money into it - you obviously are not as smart as you think you are - maybe you should spend more time programming and less time posting on youtube
Sorry for commenting on nearly a 10-year-old-video but is it possible to share a single Texture2d on the gpu between renderers? I have a spritesheet that will be used universally and I don't see a reason to bind it to every renderer (each window needs it's own separate renderer, right?) for each window; every window should ideally be referencing the same spritesheet on the gpu. It's a massive spritesheet that encompases all of the textures in the game (4k) so there's no need to texture swapping. Ideally there shouldn't be any need for redundant copies of the texture on the gpu either simply because it's being used by multiple windows/renderers.
Great presentation!
why are there no books on sdl 2 out there? SFML is much younger and there already exist some books. Would like to use SDL but cannot find a good book about it...
It does and from the same publisher too. I think api doc. and lazyfoo tutorials are good enough to learn.
www.amazon.com/SDL-Game-Development-Black-White/dp/1849696829/ (Haven't read it personally)
both of these are SDL
www.amazon.com/dp/1305110382/ref=rdr_ext_tmb
www.amazon.com/dp/1849696829/ref=rdr_ext_tmb
and here's a great web site
lazyfoo.net/tutorials/SDL/index.php
hey.., i'm just knew few thing but, i have newbie question to ask, so sdl wasn't for rendering, it's using openGL to, but does the sdl api handle crossfire and SLI to? Lol
Man, that guy is a genius
I tried to configure a Wiimote+Nunchuk as a gamepad in Big Picture mode under Linux, but somehow I couldn't configure the Y axis of the nunchuk analog stick (hte X axis worked fine), even though *that* did work without configuration (almost nothing else did, though). Strange.
SDL 3 soon?
26:38
"That's when he knew he fucked up."
Sometimes I watch this just for fun.
Very very very well explained
Can someone please add subtitles ?
"I am porting software on Linux, Mac, even on your own toaster!". So, yea, wait until I port your Windows on your hand and call it Handows.
even though it doesn't make any sense, i still laughed...
SFML has an even easier interface to make a window
Love this speech. But I don't think the Raspberry pi should be counted as it's own platform, it's Linux.
I think he's reffering to RasPi as hardware architecture
I want his oddworld shirt
OMG! HE HAS A MUDOKON ON HIS SHIRT!
Yay! Supports Haiku OS lol 7:42
Very interesting!
Great Video :)
Well, if only this guy can convince Valve to change them and port the Source Engine for Linux Dev that would be great. But once again, not everyone changes.
But the open source option to DirectX wasn't opengl?
But why does it have to be so cumbersome to get a simple Android project running?
Oddworld t-shirt :D
Excuse me for my ignorance, could this be used for PS4 development?
(ok the talk itself talks about this, just got a little anxious)
Why have i not yet used SDL.... omfg.
Grid style T shirt is the default symbol for programmer LOL :)
Weird question but
If you're making a 2d game, would you need openGL/vulkan/directX (direct3d?), or would SDL be enough for any kind of 2D? Would you still want a graphics api for a 2d game anyways?
Well sdl is built on top on OpenGL etc so that is enough but having knowledge of the lower level APIs help as you may need to interact with them
If you're still using facebook man this is the time to reevaluate your life
k
K
Ye SDL Never Works For Me I Always Get LNK2001 That Leads To _SDL_main_ In Like I Think Its Called SDL2main.lib Or Something Like That And I Don't How To Fix It, It Should Be Noted I Use VS2015 And Looked Up How To Set It Up And Even Made A Template For It
Ok Does That Come In SDL 2.0.4?
Link error means you didnt link the library (SDLMain.lib & SDL.lib i think?) - Check linker options->input
Atilla It Is A Habbit
below : #include
put : #undef main
Is there a possibility to enable Auto-Closed Captions? I am not native english speaker so I usually lost the jokes this guy tell and so because the speed of his speaking.
does this api have vibrator support?
Says not going to show code, 12:30 lol
sounds like david cross
good
SDL! I am going pro!
openGL is not that hard, you can understand how it works in 1 day. Remember what he said, if you want full power - use openGL.
When the guy who ports stuff to Linux uses Mac.
Actually a surprising amount of Linux developer use Mac, just because there isn't any laptop better than Mac, considering the machine as a whole, a stunning monitor, great aluminium shell, slim and light, no noisy fan. Other machines may better than Mac at some aspects, but the overall package of Mac is still very attractive, especially after the M1 release, Mac somehow becomes more cost efficient. Since macOS is kind of unix, many Linux stuff can compile and run there. And there is always an option to VM a linux inside a mac.
But that is the laptop world, I doubt that Linux developer would use Mac as their desktop.
anyone thinking about zipit z2?
awesome presenter
The only thing in this video that didn’t age well is when he said you should use Google plus instead of Facebook lol
Now if only they would get away from the hell that is carrying around 20 different SDL .DLLs for every extension you want to do. I love SDL but hate the implementation. It started having to have SDL2.dll which was annoying enough but then you need SDLimage, SDLaudio SDL this SDL that etc...etc... Its a pain in the ass.
3 months later and writing another project in SDL2 and I still share this same sentiment if not more so. Let us statically link SDL, damn is that so hard to do?
c for the win , am I right? :-D
Android support is not good. It just very barely works.
Why you say so? I've successfully built and run all of my code on Android.
Doesn't respect the "activity lifecycle", doesn't allow multiple instances, leaks resources, the main activity name can not be changed, so that per android spec you can't install more than one SDL-based app per device and several other things. But it compiles and kinda runs something, yes.
lennyhome Well I can't say anything about it respecting lifecycle, never tested that myself. Regarding multiple instances, I don't know any android app that has multiple instances of itself, so I guess thats not SDL fault.
You *can* change avtivity name, it is very easy and SDL's README has instructions on how to do so. I've done it myself.
I dare say SDL's android support more than "just very barely works". It is a viable solution. And we stay on the same API, which is the brightest side of all this.
You're right about changing the activity name and one can live without support for multiple instances. Maybe the biggest issue I have is the size of the bare library, about 1.5 Mb, which isn't even that much. Maybe it's the oddities of the NDK environment and knowing there's some JNI code somewhere. Maybe it's just me. I take my initial comment back. SDL does work on Android.
What I mean to say is that maybe the overall shitty feeling I get while working on an SDL/Android based little project of mine doesn't come from SDL.
How can i get the transcript of this "speech"?
+Toaoo Dev I found it
fuck off
Internet is so sensitive these days. Or maybe it always has been. Thats why I try my best to stay away from comments.. Discounting this one of course. :)
;) I rest my case.
damn you are sick dude can I have your autograph
I found Jesus!!!
26:37
19:19
Ahh, Executor. How I wish you would run on OS X :(
***** Executor ran pre-OS X software, so getting an Intel Mac wouldn't help any. I was mainly complaining that Executor couldn't be compiled on modern versions of OS X. Even if it could, it doesn't take advantage of resource forks on OS X.
In fact, Executor ran pre-PowerPC apps! It is an *old* piece of software.
And yes, I have an Intel Mac.