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SDL 1.3 status ? | ![]() |
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SDL 1.3 status ? | ![]() |
Beoran
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Wilbefast: that's exactly what I'm getting at. The strength of SDL is the wide array of backends it supports. If you want a game lib that only supports popular HW accelerated backends, then SFML (OpenGL only, IIRC) or Allegro 5 (OpenGL + DirectX, IIRC) will do just fine. No sense in occupying the same market space as those libraries. As for your reasons to like SFML better, 1) Is amply covered since there are at least 3 c++ free wrappers of SDL, not to mention wrappers in Python, Ruby, Haskell , Scheme, lisp, ... and whatever other language really. That's why it's nice SDL is written in plain c, it's easy to wrap for other languages. 2. Is being solved now, and 3 and 4 are some things we should work on.
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SDL 1.3 status ? | ![]() |
Beoran
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Forest, sure, IF (big IF that) HW acelleration works well, it's faster, of course. As for software renderers being CPU hogs, that's true but not a problem, since games simply are CPU hogs, to be better of service to our customers.
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SDL 1.3 status ? | ![]() |
Beoran
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Alberto, you seriously mention Mesa 3D? It's as slow as molasses, certainly for 2D rendering. The SDL software renderer beats the socks off it, often SDL is 50%-100% faster. So Mesa 3D is simply a non-option. In some cases it's so slow that it might even be faster to emulate software 3d with SDL's software renderer than to use Mesa. Just look at TinySDGL.
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