SDL
steam-runtime
Our great sponsors
SDL | steam-runtime | |
---|---|---|
193 | 86 | |
8,007 | 1,145 | |
4.8% | 1.2% | |
10.0 | 6.6 | |
about 19 hours ago | 6 months ago | |
C | Shell | |
zlib License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SDL
-
Revert "video: Prefer Wayland over X11 (take 2)"
Best comment:
> SDL is not your tool for "signaling to stakeholders" about what is important.
Zing. https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
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.
-
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
-
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...
-
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.
-
Felt Cute, Might git rm --rf
SDL (which will be bumped to SDL3), straight from the authoritative https://github.com/libsdl-org/sdl
-
Why does Epic Games Store not have controller support for so many games when it's available on Steam???
If I have the the skills and expertise: I could theoretically build a simple input remapper none using SDL (Steam Input relies on it) or JoyShockLibrary as a way to handle much wider Controller Support (otherwise: it would've been far more difficult to get Input API working across major Controller Types without documentation or reverse engineering).
-
An update on MAME on macOS High Sierra 10.13
2)Get SDL into ~/Library/Frameworks/
-
Sharing Saturday #470
That is a weird one... I guess there could be an option to ignore the numpad - but I doubt anyone would find it. I raised an issue anyway https://github.com/libsdl-org/SDL/issues/7805
steam-runtime
-
One Game, by One Man, on Six Platforms: The Good, the Bad and the Ugly
> It turns out that unless the game is explicitly marked (by Valve reviewers), Steam Deck will use the Windows build + Proton even if a Linux version is available.
I found this which sounds like it's not the default, but is in fact a result of compatibility testing:
> If your game has gone through Steam Deck compatibility testing and the testers reported that the native Linux version didn't work (because of #579), then it might have been flagged to run the Windows binaries via Proton by default, instead of the native Linux version.
per https://github.com/ValveSoftware/steam-runtime/issues/585
-
Chromebook Plus: more performance and AI capabilities
> Where is it written that steam-run will magically execute most binaries without patching them?
Somewhere in here: https://github.com/ValveSoftware/steam-runtime
:p
But I do get what you're saying. Once Flakes are default, I hope people start a proper push to clear up documentation and streamline the development process. The end-result is amazing, and the perfect OS/packaging system for my needs. The means of getting there... need a lot of work. I'm along for the ride either way.
-
i386 in Ubuntu Won't Die
I think they have something a bit like a container built into Steam: https://github.com/ValveSoftware/steam-runtime
-
How do you build games for Steam Linux Runtime?
this is for steamworks API, my understanding is there's a separate SDK for consuming Linux dependencies like glibc. Like Soldier runtime, Sniper runtime, and so on. Am I wrong in thinking these are two separate SDKs? here's the link to the other SDK I'm talking about: https://github.com/ValveSoftware/steam-runtime
- Steam Desktop Client Update, Now with working hardware acceleration on linux!
-
Wine 8.1
> Game developers would be fine to target a single distro like Ubuntu 22.04.
Valve has its own container-only Linux distribution, called "Soldier Runtime" (https://github.com/ValveSoftware/steam-runtime); especially for games distributed on Steam, it probably makes more sense to target that distribution instead of Ubuntu.
-
8 years ago, Linux's creator Linus Torvalds said, "Valve will save the Linux Desktop"
They ended up creating a common runtime for game devs targetting Steam on Linux: https://github.com/ValveSoftware/steam-runtime
-
How does Steam on Flatpak work?
Valve has a rather long document on the design of their runtime that goes into a hell of a lot of detail. The short answer is: graphics. It has to pass the host's graphics drivers through to the runtime, and a graphics driver built as part of a distro today may very well not run against the potentially ancient glibc living in the Steam runtime.
-
Win32 Is the Only Stable ABI on Linux
FWIW, these days Valve tries to solve same problems with their steam runtime[0][1]. Still doesn't seem easy, but looks like almost workable solution.
[0] https://github.com/ValveSoftware/steam-runtime
-
GLIBC update broke EAC for most games that use it
Haha I don't mind the downvotes. I know I'm right. And they know it's true. This issue in particular is part of the many reasons Steam had to come up with the "Steam Linux Runtime", a concept completely absent on Windows. 🤡
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
flatpak - Linux application sandboxing and distribution framework
raylib - A simple and easy-to-use library to enjoy videogames programming
Godot - Godot Engine – Multi-platform 2D and 3D game engine
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
dxvk-native - D3D9/11 but it runs natively on Linux!
DS4Windows - Like those other ds4tools, but sexier
DualSenseSupport - Preliminar DualSense
learn-wgpu - Guide for using gfx-rs's wgpu library.
DS4Windows - Like those other ds4tools, but sexier
steam-for-linux - Issue tracking for the Steam for Linux beta client
vulkan-guide - Introductory guide to vulkan.