dockcross
SDL
Our great sponsors
dockcross | SDL | |
---|---|---|
12 | 195 | |
3,137 | 8,205 | |
2.0% | 4.8% | |
7.9 | 10.0 | |
12 days ago | 6 days ago | |
Shell | C | |
MIT 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.
dockcross
- Cross compiling toolchains in Docker images
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Hello Wasm World!
We use the add_executable command to build executables with itk-wasm. The Emscripten and WASI toolchains along with itk-wasm build and execution configurations are contained in itk-wasm dockcross Docker images invoked by the itk-wasm command line interface (CLI). Note that the same code can also be built and tested with native operating system toolchains. This is useful for development and debugging.
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Stable or unstable distros for cross-compiling?
Docker is great for self-contained build environments, no risk of them breaking each other. Eg. https://github.com/dockcross/dockcross
- Dockcross – Cross compiling toolchains in Docker images
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Fast CRC32 library
It is C ++ 11 compatible, I recommend C ++ 17, it is cross-platform (x86, ARMv7, ARMv8, PowerPC, windows, Linux...), Thanks to [dockcross](https://github.com/dockcross/dockcross) .
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COOL Compiler for AArch64
First of all, I learned basic instructions of AArch64 and how to use cross compile COOL codes into AArch64 assembly codes via dockcross.
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What do you think of my C++ project and how to improve it ?
It is C ++ 11 compatible, I recommend C ++ 17, with OpenMP (For better multi-core performance), it is cross-platform (x86, ARMv7, ARMv8, PowerPC, windows, Linux...), Thanks to dockcross .
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What is the easiest way to create a docker image for CI/CD with a specific distro and libs for C/C++?
I would not say it easy, but checkout this setup: https://github.com/dockcross/dockcross
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Which is better? Docker in Proxmox Debian or in LXC?
I still maintain a single LXC container for each service. So far I'm doing this to run Nginx Proxy Manager and Vaultwarden, as well as a development container where I use Docker to run cross-platform builds with dockcross.
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Initial Release: "Zero-Setup" Cross-Compilation for C and C++
xcross provides Docker images with toolchains for a wide variety of different architectures, C and C++ standard libraries, and both bare-metal and Linux-based systems. A complete list of supported targets can be found here. This differs from dockcross in that it supports numerous more architectures and C runtimes.
SDL
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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.
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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
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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.
What are some alternatives?
cross - “Zero setup” cross compilation and “cross testing” of Rust crates
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
xcross - "Zero Setup" cross-compilation for C/C++. Supports numerous architectures, build systems, C standard libraries, vcpkg, and Conan.
raylib - A simple and easy-to-use library to enjoy videogames programming
steam-runtime - A runtime environment for Steam applications
Godot - Godot Engine – Multi-platform 2D and 3D game engine
cmake-init - The missing CMake project initializer
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
mint-docker - Mint development environment running in Docker
DS4Windows - Like those other ds4tools, but sexier
Fortran-code-on-GitHub - Directory of Fortran codes on GitHub, arranged by topic
DualSenseSupport - Preliminar DualSense