GLFW VS SDL

Compare GLFW vs SDL and see what are their differences.

GLFW

A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input (by glfw)

SDL

Simple Directmedia Layer (by libsdl-org)
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GLFW SDL
81 211
13,562 11,675
1.2% 4.1%
5.9 10.0
2 months ago 6 days ago
C C
zlib License zlib License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

GLFW

Posts with mentions or reviews of GLFW. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-02-28.
  • Starting Up The Engine - Nikola Game Engine Devlog 1
    3 projects | dev.to | 28 Feb 2025
    As I discussed in my previous devlog, I decided to go with glfw for handling the window creation for this engine. It is a library I used a ton before. And while I do fancy replacing it later, it will suffice for now.
  • New Year, New Game Engine - Nikola Engine Devlog 0
    12 projects | dev.to | 26 Feb 2025
    Out of all of these, the first category--the operating system dependencies--is probably the one I thought about the most. Since SDL was out of the picture, I saw GLFW as a potential choice for handling window creation and input. An obvious choice, by many. And, seeing how I already had used it before, I thought it was obvious to me as well. Yet, there was a feeling I did not need it. After all, I decided from the start that I would only support Windows and Linux. Not for any particular reason other than I use Linux on a daily basis and Windows has the bigger market. I did not have a Mac machine lying around somewhere (poor. I'm poor, basically). And as for consoles, well, that was a long stretch. I did not see the possibility of me ever needing to port my games to consoles. At least not for the time being. And so, that means I only had to deal with the Win32, X11, and Wayland APIs. I say it as though it is an easy affair. It is not. Far from it. Especially if you had never dealt with these APIs before and had to start learning them, which was my case. So, instead, I picked a middle ground. I would use GLFW but I would design my API in such a way that would be easier to switch away from it in the future if needed. I'll write a more in-depth article about the window system and whatnot in the future.
  • The Failures Of API Design
    4 projects | dev.to | 4 Oct 2024
    Why would any software developer use an API? Well, it's not to get rid of that shirt stain you had for the last three days that's for sure. Instead, we crazy bunch use APIs to progress our software development at a faster rate. I don't really want to work with the Windows API nor do I care to open the rotten can of sardines that is the X11 API. But, thankfully, I don't have to. There are plenty of APIs that handle that for me. And they handle it very nicely too. GLFW is one of these APIs. Easy to use, fast to set up, and overall doesn't have any overhead. Handles window creation, input, and any operating system-specific stuff. It solves a clear and appropriate problem. Left pad, however, is the complete opposite. Does it solve a problem? Sure it does... if you were hit on the head with a baseball bat 17 times. Can't I at least add padding to any direction? No? Does it just have to be the left? Even though we C++ folks can say that the JavaScript weirdos are the only ones who would do such a heinous thing, that wouldn't be the entire story. It would be hypocritical even to assume that all of the useless APIs exist only in the JS ecosystem. Although being hypocritical is my strong point, even I would stop you right there. If there is an ecosystem that would be perfect for breeding unnecessarily complex, widely inefficient, and completely useless libraries, it would be C++... Rust would come at a close second but C++ is the mother of all useless and complex libraries.
  • macOS 14.4 causes JVM crashes
    2 projects | news.ycombinator.com | 16 Mar 2024
    Minecraft runs on various Javas.

    And there's a known issue with an interaction between minecraft, Java, and the video drivers that crashes out and it can be traced back all the way to here: https://github.com/glfw/glfw/issues/1997

    It's not fixed.

  • Technical Considerations for GUI Toolkits [Discussion]
    1 project | /r/compsci | 11 Dec 2023
    Window context manager - glfw, sdl
    2 projects | /r/learnprogramming | 11 Dec 2023
    Types of tools for creating a gui (and how those tools approximately work): 1. Utilize the native _graphical interface API_, and depending on the platform, they have specific layers to interface: * Wayland, X11, for Linux * [GDI](https://learn.microsoft.com/en-us/windows/win32/gdi/windows-gdi) for windows * [Quartz](https://en.wikipedia.org/wiki/Quartz\_(graphics\_layer)) for macOS Example - GTK uses [wayland](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/wayland.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) [X11](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/x11.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/x11)) GDI ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) Quartz ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/macos)) [How to use wayland display server](https://bugaevc.gitbooks.io/writing-wayland-clients/content/black-square/the-wayland-client-library.html) (TODO missing "animation" section) 2. Utilize opengl _or other low level graphics api's_ with window context, use GPU to render widgets * Window context manager - [glfw](https://github.com/glfw/glfw), [sdl](https://www.libsdl.org/) * contexts and surfaces, reading input, handling events Example: ImGui, NanoVG, Nuklear, raylib Why? Mainly used for game development, but also good for gui's. _(i haven't seen any examples that uses this method that are used for developing general-use graphical user interfaces.)_
  • How to set-up GLFW 3.3.8 with C++ visual studio community 2022?
    1 project | /r/gamedev | 10 Dec 2023
  • Exploring Computer Graphics: Weekly Chronicle #1
    5 projects | dev.to | 16 Oct 2023
    GLFW: A library for window creation and managing user input.
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    Not SDL2, but GLFW has something like that under the tests/ directory:

    https://github.com/glfw/glfw/blob/master/tests/triangle-vulk...

  • LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
    2 projects | /r/opengl | 5 Jul 2023
    I'm not familiar with LWJGL, my 5 seconds on their website makes me think you might be looking for something like GLFW https://www.glfw.org/ to handle I/O and window creation/management.

SDL

Posts with mentions or reviews of SDL. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-02-26.
  • New Year, New Game Engine - Nikola Engine Devlog 0
    12 projects | dev.to | 26 Feb 2025
    You see, for the past several years I have used many programming languages and many more game frameworks and libraries. Programming languages like Java, C#, C++, and even, sadly, JavaScript (I know...). Game frameworks like LWJGL, SDL2, Raylib, MonoGame, SFML, and many more. Essentially, I have seen it all. Out of all of them, I think SDL2 was closer to what I was looking for, though, Raylib was the one I used the most at the beginning. And the reason I liked SDL more was because it was more"lower-level" than Raylib or SFML. Additionally, it had that C-style of programming that I have always been fond of. However, despite that, I decided to go against any of these libraries.
  • SDL3 Official Release
    1 project | news.ycombinator.com | 22 Jan 2025
  • The SDL 3 official release
    1 project | news.ycombinator.com | 21 Jan 2025
  • SDL 3 Official Release
    1 project | news.ycombinator.com | 21 Jan 2025
  • SDL 3 Officially Released
    1 project | news.ycombinator.com | 21 Jan 2025
  • Building Game Prototypes with LÖVE
    7 projects | news.ycombinator.com | 31 Dec 2024
    > cross platform/web/mobile distribution

    Unfortunately, each and every platform has its own unique quirks[], and I think the problem is too large for a project like LÖVE to tackle.

    In fact, LÖVE's authors have already done "90% of the work in 10% of the code": you can make a ZIP file, change the extension to .love, and just distribute that. Install LÖVE, double-click YourGame.love, and you're done. You can also concatenate the game executable with the ZIP file to create a self-contained binary distribution for that target platform (super old & cute trick; it's possible because ZIP's "header" is in fact, at the end of the archive).

    []: In 2016 I've attempted a "one game per month" challenge; but I also wanted to distribute executables for Windows, macOS, and Linux, so that all of my friends could just play them. It went something like this:

    - Windows: distributing executables from your personal domain is considered a crime; the browser and the OS will yell at the user, block the download, blacklist you, etc.

    - macOS: simply concatenating won't work; you need an elaborate dance to create a .app bundle, and distribute that in a .dmg - good luck building that on a Linux host, also good luck debugging without an actual Mac. Nevermind code signing, you can bypass that with shift-right-click-open. Oh wait, macOS 15 won't let you.

    - Linux: are you ready for the .so hell?

    - BSD: bonus! The documentation for SDL_GetPlatform doesn't even enumerate all of the possible values! You need to source-dive to get them: https://github.com/libsdl-org/SDL/blob/f45ce45603a00e92332f9... - plus any possible patches in ports; most developers won't ever care, and will just hardcode "Linux". Checking for $DISPLAY is also unreliable: macOS users may have XQuartz installed, Wayland purists may run without XWayland, etc.

  • XFCE 4.20 Aims to Bring Preliminary Wayland Support
    1 project | news.ycombinator.com | 7 Oct 2024
    The current status of X11 is that it works.

    The current status of Wayland is that it doesn't.

    It's really that simple. I think this exchange can help you understand my position better: https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...

    >Wayland has a myriad of unresolved problems regarding surface suspension blocking presentation and the FIFO (vsync) implementation being fundamentally broken leading to reduced GPU-bound performance.

    To which someone replies:

    >If we do this, we are basically accepting these issues are unfixable for the next ten years (SDL4). Having this as the default in SDL3 (which isn't being used yet!) is important for signaling to other stakeholders that we actually do need to get solutions in place for detected issues.

    To which the committer says:

    >SDL is not your tool for "signaling to stakeholders" about what is important. It's an actual library used by real developers and users!

    Likewise. My PC is not a tool for signaling library/DE developers that there are more and more people using Wayland now and that they can finally stop maintaining X11 legacy code. I use my PC for real things. I couldn't care less if things are running on X11 or Wayland so long as they work.

    If Wayland isn't working with my use case, I just won't use it. I won't switch to Wayland juts to beta test it, and then spend years begging people who know how to hack Linux to implement the features I need that I had on X11.

    If Linux drops X11, and Wayland still doesn't work. I won't use Wayland. I'll use Windows.

  • Announcing the SDL 3.1.3 Stable ABI Preview
    1 project | news.ycombinator.com | 4 Oct 2024
  • Rawdrawandroid – Build Android apps without any Java, in C and Make
    11 projects | news.ycombinator.com | 22 Sep 2024
  • SDL GPU won't support Android due to poor GPU drivers
    1 project | news.ycombinator.com | 16 Sep 2024

What are some alternatives?

When comparing GLFW and SDL you can also consider the following projects:

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

raylib - A simple and easy-to-use library to enjoy videogames programming

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

Godot - Godot Engine – Multi-platform 2D and 3D game engine

learn-wgpu - Guide for using gfx-rs's wgpu library.

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