sdl12-compat
rust-cpp
sdl12-compat | rust-cpp | |
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13 | 11 | |
187 | 774 | |
0.0% | - | |
7.0 | 3.6 | |
12 days ago | 2 days ago | |
C | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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sdl12-compat
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Released a new version of Notan, a SDL-like library made in rust
I'm just glad so many of the SDL 1.2.x-era games dynamically linked SDL so I can use sdl12-compat to stick them on top of SDL 2.x's non-modesetting fullscreening and PulseAudio support.
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US NGO Consumer Reports also reporting on C and C++ safety for product development.
Thankfully, most people don't statically link SDL 1.2, so it's possible to use sdl12compat to rebase them on top of SDL 2.x's non-modesetting fullscreening support, among other things.
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Old linux ports
There have been some efforts to keep them working: http://www.improbability.net/loki/ https://github.com/libsdl-org/sdl12-compat/
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Apple 2 Emulation (via Ports)
I've been determined to get the only system not on the device working in some way. The biggest issue to the Apple II systems not being present is that all the emulators are not written in SDL2 and the only Apple II emulator written in SDL2 (shamusworld) is far from perfect. So I tried my hand at something: What if I could wrap SDL1.2 to SDL2 against linapple? My brother showed me on github sdl12-compat https://github.com/libsdl-org/sdl12-compat. Amazingly enough, we have results. Now it's not going to be as functional this way like having RetroArch to configure things, but I have over twenty Apple II games pre-configured with controls thus far.
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Has anyone managed to run Yuppie Psycho on the Steam Deck?
You need this compatibility library and you can drop it into the "lib" folder in the game files.
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sdl-compat 1.2.52 Debuts As Initial SDL-1.2-Atop-SDL-2.0 Release
Here's the only useful link from the article: https://github.com/libsdl-org/sdl12-compat/releases/tag/release-1.2.52
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How I got the Psychonauts 1 native port to run
It looks like the multiple monitor issue was known and theoretically fixed? https://github.com/libsdl-org/sdl12-compat/issues/38
- Gaming on X11 vs XWayland
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Is Wayland ready for gaming?
Really old Linux games based on SDL1 can also work on Wayland by using the SDL1 on SDL2 wrapper in combination with a recent SDL2 build (I've been successful with Psychonauts this way, and it even solved some weird windowing problems with the game)
rust-cpp
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Improving Interoperability Between Rust and C++
I am the current passive maintainer of the cpp crate: https://github.com/mystor/rust-cpp
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Best practices in creating a Rust API for a C++ library? Seeking advice from those who've done it before.
I would like to utilize OMPL's functionality in Rust code, so I want to call into OMPL C++ code somehow in Rust. I've seen two (non-mutually-exclusive) options so far: - rust-cpp, which allows you to write C++ code in Rust within the cpp!() macro. - cxx, which allows you to define both sides of the FFI boundary manually (as opposed to bindgen's automatic generation).
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Microsoft is rewriting core Windows libraries in Rust
There's also the cpp and cxx crates for doing C++/Rust interop, but they probably aren't appropriate to use in all cases. The C ABI is definitely the safest way to go unless you're really trying to marry Rust and C++ code bases, not just writing library bindings.
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Zork++ reaches the v0.5.0, ...where the project has been [completely] rewritten in Rust
https://github.com/mystor/rust-cpp <- not a transpiler, but almost as good
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US NGO Consumer Reports also reporting on C and C++ safety for product development.
Otherwise, C would never have achieved success in MS-DOS when all the stuff it was binding to at the time required blocks of inline assembly. (Crates like rust-cpp do exist, which allow "inline C++" in the same way that C++ allows inline assembly.)
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Choosing language for a new project
Actually, you can make inline C++ macro in Rust. Similar unholy monstrosities exist for inline python, inline C, inline SQL, inline HTML,...
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Tired of safe programming? Embed C directly in your Rust code
Here is a more serious project that allows to embed C++ code directly in your Rust code: https://github.com/mystor/rust-cpp
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Hello, youki! Faster container runtime is written in Rust
Don't underestimate the power of procedural macros: https://github.com/mystor/rust-cpp
- Use a CPP library from Rust
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Rust with C++?
Alright, thanks for all your ideas! I also found this mystor/rust-cpp, which apparently allows inline c++ as opposed to cxx. Having yet to try out any of these, I like the idea of inline code more. Thought now I feel I need to brush up my skills a bit more to try this stuff out.
What are some alternatives?
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
cxx - Safe interop between Rust and C++
SDL - DEPRECATED: Official development moved to GitHub
derive_more - Some more derive(Trait) options
hidapi - A Simple cross-platform library for communicating with HID devices
rust-ctor - Module initialization/global constructor functions for Rust
termux-sdl - termux sdl plugin
JavaCPP - The missing bridge between Java and native C++
Pygame - 🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.
rust-derive-builder - derive builder implementation for rust structs
wii-u-gc-adapter - Tool for using the Wii U GameCube Adapter on Linux
rust-bindgen - Automatically generates Rust FFI bindings to C (and some C++) libraries.