SDL_image
SDL
SDL_image | SDL | |
---|---|---|
6 | 195 | |
474 | 8,263 | |
1.5% | 3.1% | |
9.3 | 10.0 | |
3 days ago | 4 days ago | |
C | C | |
zlib License | zlib License |
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_image
-
No .lib files in git SDL_image repository
You will find the .lib files in this page.
- SDL2_image
-
Anyone able to get SDL2 working with C#?
if you want to use the functions from SDL2_Image download this and follow the previous step the same way: (https://github.com/libsdl-org/SDL_image/releases/download/release-2.6.3/SDL2_image-devel-2.6.3-VC.zip)
-
SDL2 IMG_LoadTexture() problem,
Also I then went ahead and looked at the implementation of SDL_CreateTextureFromSurface(renderer, surface) from here (line 209)
-
Making my Makefile find things for me
Ran into a problem of my own making when pulling the SDL2 MINGW libraries SDL2 Dev, SDL Image, and so on. So... I decided, in my infinite wisdom, that I didn't want to go through each of the MINGW tarballs to find all the includes, libs, and DLLs. Yes, DLLs. Not only did I want to make sure that my future game code can be compiled on Linux, but that I can actually do some coding on my Windows machine.
-
Projects in need of JXL integration?
SDL_image JPEG XL support request
SDL
-
12to11 – 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.
-
C-Macs – 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
-
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.
-
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...
-
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...
-
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!
-
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
-
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.
What are some alternatives?
FFmpeg - Mirror of git://source.ffmpeg.org/ffmpeg.git
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
GD - GD Graphics Library
raylib - A simple and easy-to-use library to enjoy videogames programming
SDL2-CS - SDL2# - C# Wrapper for SDL2
Godot - Godot Engine – Multi-platform 2D and 3D game engine
scrcpy - Display and control your Android device
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
darktable - darktable is an open source photography workflow application and raw developer
DS4Windows - Like those other ds4tools, but sexier
DualSenseSupport - Preliminar DualSense
learn-wgpu - Guide for using gfx-rs's wgpu library.