#lili@db
Aufgrund Zwischenfälle auf der Strecke zwischen #SSH und #SDL außerplanmäßiger Fuhrparkwechsel in #SDL (@ RB 71 ➜ Saarburg(Bz Trier)) #NowTräwelling https://traewelling.de/status/1412369
#lili #ssh #sdl #nowtrawelling
The sdl2-config script installed by SDL could not be found #tar #configure #sdl
The sdl2-config script installed by SDL could not be found #make #tar #configure #sdl
Thnking about the list of things needed to get my game running on linux, it's a very short list and would probably just about work out of the box.
This got me thinking about WASM though... I think SDL2 can be compiled with Emscripten and ImGui has an experimental WebGPU backend already working. Might just work??
Anyone had any experience getting an OpenGL/SDL2 C++ app running in a browser?
#gamedev #cpp #wasm #sdl #webgpu
you know, making your own ~engine~ game from low level framework and gpu apis is a humbling experience and really makes you appreciate the work put in projects like #godotengine ! But it is a really valuable learning experience! I love having my hand on the bare metal... trough a glove.. on top of the casing... using a stick. Let's agree for almost bare metal!
Look! spinning monkey and pine trees!
#SDL #OpenGL #C
I am so sorry, guys. I didn't start out making yet another snake game, it just kinda... happened.
This basic but perfectly cromulent tilemap editor is like 300 lines of C code. It even has flood fill. That's not much more code than it takes me to parse the output of LDtk using cJSON.
It didn't capture my mouse cursor, but you get the gist.
Today's discovery: SDL_SetSurfaceColorMod doesn't work on indexed surfaces. It doesn't return a failure, it just breaks. I tracked it down, the SDL_CalculateBlit1 doesn't even check for the SDL_COPY_MODULATE_COLOR flag, which says to me that color modulation is just not supported on indexed surfaces. Why doesn't SDL_SetSurfaceColorMod return an error, then? Would have saved me an hour today.
Made a system to treat each cell as a grid of 2x2 smaller cells (did a similar thing in my assembly language clone of qbasic nibbles) and implemented fizzlefade. It's hypnotic.
I rewrote the renderer (again). This time it's all in software, it's such a small thing that it's actually faster and easier to use SDL surfaces and display it using a streaming texture. Also, I integrated blargg's NTSC filter and an OSD, because why not?
There's something strange about designing the UI for a program in that program. It edits maps, why can't it edit other screens?
@jackdaniel
https://codeberg.org/McCLIM/McCLIM/src/branch/backend-sdl2
I'm very interested in an SDL* backend option. It's possible I could help a little.
Was there a discussion of targeting SDL vs SDL2 vs SDL3 ?
SDL is unaccelerated and can run without X. On the other hand, it's defunct and just dragged along by projects that want to run without Xorg (iirc, mpv?). SDL3 was announced a while ago, but SDL2 is still current.
@surabax
#sdl2 #sdl #clim #mcclim #commonLisp #graphics
#sdl2 #sdl #clim #mcclim #commonlisp #graphics
It doesn't look like much, but it's an in-engine level editor. Fixing a bug with saving and loading took longer than actually implementing the editor.
That was shockingly easy. I always used complex tools like Tiled or LDtk and wrote these convoluted ways to integrate them into my game, but I just wrote a basic tilemap editor in like... an hour? Why haven't I been doing it this way the whole time?