SDL
minifb
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SDL
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12to11 β run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs β a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
minifb
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creating a free, fast and simple digital painting software (not planned UI/UX yet)
I would also recommend looking into SDL2 or MiniFB for cross-platform support, as not everyone uses X11.
- Minimal Cross-Platform Graphics
- MiniFB: Cross-Platform Rendering Library
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graphics library for setting pixels on screen
MiniFB is what you want for this.
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Best way to write a cross-platform graphical program in C while using only bare minimum third-party libraries?
MiniFB maybe?
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eBook Gentle Introduction to Assembly Language (AARCH64)
But you can have a skeleton program that sets up framebuffer for you (e.g. with minifb or TIGR), then link it that skeleton with your code (in assembly or whatever you prefer).
- The joy of building a ray tracer, for fun, in Rust
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native web-api graphics (live, not image)
I also saw minifb, which seems like a really to-the-point way to get a buffer I can draw to., so I guess I will go in that direction (rust lib, make FFI bindings for deno, etc.)
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Can I make graphics without any libraries?
If you just want to push pixel data to a frame buffer then I can highly recommend minifb. MIT licensed, Supports a lot of platforms, and itβs about as simple as you can get. It also handles input if you need it, too.
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Best libraries for making a raycaster in C
I think this library will fit your goals: https://github.com/emoon/minifb
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
winit - Window handling library in pure Rust
raylib - A simple and easy-to-use library to enjoy videogames programming
raytracer-exp - A simple raytracer built as an exercise to learn some Rust
Godot - Godot Engine β Multi-platform 2D and 3D game engine
microui - A tiny immediate-mode UI library
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
DS4Windows - Like those other ds4tools, but sexier
deno-canvas - Canvas API for Deno, ported from canvaskit-wasm (Skia).
DualSenseSupport - Preliminar DualSense
deno_sdl2 - SDL2 module for Deno