@jugandoenlinux@mastodon.social avatar jugandoenlinux , to random Spanish

Ayer se publicó una nueva versión de la veterana biblioteca multiplataforma SDL.

Gracias a ella los programadores pueden desarrollar emuladores, game engines y videojuegos que funcionan con la misma base de código tanto en Linux como en multitud de plataformas. ¡En la versión 3.4.0 incluso incluye cambios para la PlayStation 2!

Podéis leer la lista de cambios directamente de la página de la release:

https://github.com/libsdl-org/SDL/releases/tag/release-3.4.0

@aeva@mastodon.gamedev.place avatar aeva , to random

Question for you wizards and wizettes: I'm setting SDL_HINT_MOUSE_TOUCH_EVENTS, SDL_HINT_TOUCH_MOUSE_EVENTS, SDL_HINT_PEN_MOUSE_EVENTS, and SDL_HINT_PEN_TOUCH_EVENTS all to zero, but my program occasionally receives SDL mouse button and mouse moves events for some but not all touch events in addition to the expected correct behavior of actually receiving touch events. Is this, too, a linux, or did I screw up something somewhere?

@superfunc@mastodon.gamedev.place avatar superfunc , to random

for ease of artist testing alone, getting the WASM target working was so worth it

no fussing with technically inclined platform SDKs, just bookmark a link and refresh when there is an update

ALT
@glitchypixel@mastodon.gamedev.place avatar glitchypixel , to random

Hello! Added a new improvement on the bindings https://codeberg.org/edwood-grant/sdl3-vapi

Fixed and updated the image filters on the C side, and added a sample on vala. Attached a video showing the filters in action.

What, didn't you know that had CPU image filters? Well, now you do. As far as I know, these are the only samples on how to sue this.

These only use CPU. You could use a GPU shader to get faster results. Still, its nice to revive this old code and make it usable.

A video showing the current image filter sample from Vala. Showcases a selection of all current SDL_Gfx filters and how they are affected with a vala PNG logo. Looks cool in my opinion!

@xolatgames@mastodon.gamedev.place avatar xolatgames , to random

So... I decided to rebase the project codebase.

The results of my work you can see here 👉🏼 https://gitlab.com/xolatgames/birdy-wants-crisps

So as you can see - the work on the project is in full swing 😉

But while I "rebase" the source code of the project - it can't will be running!

@glitchypixel@mastodon.gamedev.place avatar glitchypixel , to random Spanish

So I just moved the vapis to @Codeberg migrating from Github was actually pretty easy!

https://codeberg.org/edwood-grant/sdl3-vapi

I also added a new GPU rotating colored cube example. So this makes the whole thing a bit more complete 😛.

I will probably just make the github repo either a mirror or just leave a message on top pointing the the actual repo in codeberg.

I mean it makes sense to have this project outside of big tech. I feel that, at least for me, is important.

A video showing a running sample of a colored rotating cube, using the SDL3 Vala vapis I've made.

@glitchypixel@mastodon.gamedev.place avatar glitchypixel , to random Spanish

I was thinking of moving the vapis onto ether sourcehut or codeberg...

I mean if the main objective is to really divest as much as possible from big tech, github must be one of those.

I was thinking to leave codeberg for public projects and pay of sourcehut for private repos. Makes sense in general.

I would probably leave a github mirror for the vapis for the sake of availability, but in the end just trying to divest as much as possible from US hosted tech.

@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@sol_hsa@peoplemaking.games avatar sol_hsa , to random

Tutorial now updated to work with the latest sdl3:

https://solhsa.com/gp2/index.html

also includes a bunch of fixes and cleanups. A lot of new stuff coming as soonish. (Should I add fedi comments to these pages?)

(fyi @icculus )

@allpurposemat@mastodon.gamedev.place avatar allpurposemat , to random

Considering starting my next C++ game engine using modules to replace . Maybe a bad idea but hey we'll find out!

What's some other cool tech worth checking out? atm the plan is:

  • or 26, whichever supports
  • , though I am curious to learn about other build systems
  • 3.0, and its new SDL_GPU api (I know nothing about it but it looks awesome)
  • (docking) to build the interface

Using tags so I hopefully reach the right people :)

@photex@icosahedron.website avatar photex , to random

SDL3 Just became a whole lot more better!

https://github.com/libsdl-org/SDL/pull/9312

The GPU api is merged, and docs are up:
https://wiki.libsdl.org/SDL3/CategoryGpu

Everyone can finally stop pretending like WebGPU is our new common API... it's SDL now folks :D.

@pipewire@fosstodon.org avatar pipewire , to random

We didn't want to get left out of the upcoming SDL3 release so Wim made this patch -
https://github.com/libsdl-org/SDL/pull/9723

@YaLTeR@mastodon.online avatar YaLTeR , to random

Decided to try writing a Wayland compositor for fun. Took me a few days to get things going to a video-able state.

This is scrollable tiling, heavily inspired by PaperWM (which I'm still using and very much enjoying). You've got an infinite strip of windows that you can scroll through.

It's also got dynamic workspaces which work like in GNOME Shell (the Correct™ way to do workspaces), but all monitors have workspaces.

The repo is https://github.com/YaLTeR/niri if you want to peek at the code

Scrolling some windows and workspaces around in the Wayland compositor in question.

YaLTeR OP ,
@YaLTeR@mastodon.online avatar

Turns out that if you implement xdg-decoration in your compositor but tell clients that you want CSD, then SDL2 + libdecor clients will break due to a bug. The bug is already fixed, but the fix hasn't made it to any SDL2 release yet, let alone all the runtimes and vendored copies.

Hiding xdg-decoration from clients it is then