yuzu-mainline
SDL
yuzu-mainline | SDL | |
---|---|---|
74 | 195 | |
2,615 | 8,263 | |
- | 3.1% | |
9.9 | 10.0 | |
2 months ago | 5 days ago | |
C++ | C | |
GNU General Public License v3.0 only | 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.
yuzu-mainline
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Any news/changelog on Yuzu 3698?
To see what's in Mainline you can check
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Kirby and the forgotten land "Scale the Cement Summit" mission crashes after the gliding segment
reverting to version 1282 seemed to alleviate crashing for me in this area, only so far though. might be worth a try https://github.com/yuzu-emu/yuzu-mainline/releases
- help
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Yuzu EA vs. Stable
So stable Yuzu takes a bunch of changes in EA yuzu and pushes them all out at once. You can see what's included in each update here - https://github.com/yuzu-emu/yuzu-mainline/releases.
- Yuzu becoming more unstable each patch/advices?
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Does anyone know how to fix this red dot that shows up here and there depending on the camera angle? Also is there a way to render the clouds? They looks weird. Specs: 2060S, rzyen 3600, 16gb ram.
OK everyone thank you all for you comments! I updated to the latest version of Yuzu. After downloading just drag and dropped all files from the new yuzu folder to my current yuzu folder. Then booted up the game and all cloud look great! and the red dot is gone. Game is also running much smoother now at 30 fps. only drops when building shaders :)
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TotK 60fps Cutscenes V2
yes its about right what i use as well :) honestly the current version 1436 (just incase if you auto update on the mainline and doesnt perform the same) is the smoothest i've experienced yet and my hardware runs less aggressive. but im running and rebuilding shaders as i go but it blows my mind compared to how it looks on switch. i need to port my saves. another stable alternative is ea 3584. but so far everything looking great.
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You Can Now Play Zelda: Tears of The Kingdom at 4K 60fps
Then could you direct me to the right page? When i look for their latest built all i get is this page: https://github.com/yuzu-emu/yuzu-mainline/commit/9520951dc064098021140f22ed7abf4b287760ad
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Yuzu main 1432 fixed depths crash
Its latest one released an hour ago https://github.com/yuzu-emu/yuzu-mainline/releases
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Anyone else experiencing smooth gameplay except when exiting menu, chosing link's abilities or changing weapons ?
I mean this one.
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?
yuzu - Nintendo Switch emulator
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Yuzu-Early-Access-files - Yuzu EA's here
raylib - A simple and easy-to-use library to enjoy videogames programming
pineapple-src - A former citrus fruit-named emulator's Early Access source code
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ThatsALotOfDMG - A Nintendo Game Boy emulator written to be fast, other features are secondary.
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
cubeb - Cross platform audio library
DS4Windows - Like those other ds4tools, but sexier
sanitizers-cmake - CMake modules to help use sanitizers
DualSenseSupport - Preliminar DualSense