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#sdl3 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #sdl3, aggregated by home.social.

  1. Hi folks! ✌️

    Here's a little app that I've made for this one day.

    👉 codeberg.org/xolatgames/BYSU

    It will help you to create backups of your games' saves.

    It has ugly, but workable GUI, and let you create a "backups' list" for multiple games.

    Then you will need to push "Create backups!" button, and then your backups was be made.

    Thanks for reading, and I will see you in the next time! 😉👋✌️

    #backups #imgui #sdl #sdl3 #cpp #cplusplus #cmake #opensource #sqlite #sqlite3 #app #apps #soft #software

  2. Hi folks! ✌️

    Here's a little app that I've made for this one day.

    👉 codeberg.org/xolatgames/BYSU

    It will help you to create backups of your games' saves.

    It has ugly, but workable GUI, and let you create a "backups' list" for multiple games.

    Then you will need to push "Create backups!" button, and then your backups was be made.

    Thanks for reading, and I will see you in the next time! 😉👋✌️

    #backups #imgui #sdl #sdl3 #cpp #cplusplus #cmake #opensource #sqlite #sqlite3 #app #apps #soft #software

  3. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  4. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  5. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  6. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  7. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  8. أصدرت scrcpy 4.0 تحسينات تركز على المستخدم، أبرزها الانتقال إلى SDL3 لتمكين ميزات مثل قفل نسبة العرض إلى الارتفاع وتغيير حجم الشاشة المرنة. كما عززت خيارات التحكم بالكاميرا، وأضافت ميزة إبقاء الجهاز نشطًا، وحسّنت التعامل مع انقطاع الاتصال، وغيرت لون الخلفية الافتراضي، وأصلحت مشكلات الصوت، وحدّثت FFmpeg.

    #scrcpy #SDL3 #FFmpeg

  9. Juha 'capehill' Niemimäki has released version 3.4.8 and version 2.32.10 of the SDL multimedia library for AmigaOS 4.

    amiga-news.de/en/news/AN-2026-

    amiga-news.de/en/news/AN-2026-

  10. RE: mastodon.gamedev.place/@Smohc_

    After four months, I've finally worked out all the audio bugs and all I had to do was completely rewrite my entire code base.

    Instead of focusing on X11, I decided to just let SDL3.0 handle all the cross-compatibility nonsense. Now I have access to Windows, Linux, Android and WebGL implementations.

    My triangle wave generator was broken though. Nothing on stack overflow worked. Here's the REAL formula I used to fix it: mathworld.wolfram.com/Triangle

    #programming #solodev #indiedev #devlog #SDL3

  11. RE: mastodon.gamedev.place/@Smohc_

    After four months, I've finally worked out all the audio bugs and all I had to do was completely rewrite my entire code base.

    Instead of focusing on X11, I decided to just let SDL3.0 handle all the cross-compatibility nonsense. Now I have access to Windows, Linux, Android and WebGL implementations.

    My triangle wave generator was broken though. Nothing on stack overflow worked. Here's the REAL formula I used to fix it: mathworld.wolfram.com/Triangle

    #programming #solodev #indiedev #devlog #SDL3

  12. When you're working with SDL3 there are extra headers that aren't included. Image, mixer, ttf, and net are seperated out. These are official extensions to the library, so I'm a little curious why. Except for ttf, everything is under the zlib license so it's not that. Maybe someone out there has more information...

    #programming #solodev #devlog #sdl3

  13. RE: mastodon.gamedev.place/@icculu

    updated sdl3-sys for rust too… as of a few hours ago, oops (sdl tagged the release and i didn’t have to wait for their builds)

    #rust #sdl #sdl3

  14. After three days of going down the wrong path, I now have a simple SDL proof of concept running on PSP, which also compiles on Desktop for main development.

    Unsure where I want to take this, but I'm so excited!

    Next add ins will be logging and memory management 💜

    #psp #writeagameengine #cpp #sdl #sdl3

  15. One common issue I see online is that people don't always have the package for SDL that matches mingw. I see a lot of complaints about the problems but no one has a general solution.

    32-bit windows exe:
    mingw-w64-i686-gcc
    mingw-w64-i686-sdl3

    64-bit windows exe:
    mingw-w64-x86_64-gcc
    mingw-w64-x86_64-sdl3

    64-bit windows ucrt (for when your using native windows cmd):
    mingw-w64-ucrt-x86_64-gcc
    mingw-w64-ucrt-x86_64-sdl3

    #programming #solodev #devlog #sdl3

  16. Today I ran into two issues with the SDL3 documentation.

    First is the intro to mingw. It guides the user to ucrt. Works great for x86_64 but the i386 libraries don't exist. Compiling with -m32 everything breaks.

    So you might as well compile SDL yourself. Great... except you have to know the secret to debloat the executable.

    Check this link out for more info:
    voxelmanip.se/2024/12/14/sdl-l

    #programming #sdl3 #devlog #solodev

  17. to sum up my past two weeks on my personal projects (aka why I've gotten even less done than normal)

    #sdl3 #imgui #fltk #programming #indiedev #gamedev #tooldev

  18. to sum up my past two weeks on my personal projects (aka why I've gotten even less done than normal)

    #sdl3 #imgui #fltk #programming #indiedev #gamedev #tooldev

  19. to sum up my past two weeks on my personal projects (aka why I've gotten even less done than normal)

    #sdl3 #imgui #fltk #programming #indiedev #gamedev #tooldev

  20. to sum up my past two weeks on my personal projects (aka why I've gotten even less done than normal)

    #sdl3 #imgui #fltk #programming #indiedev #gamedev #tooldev

  21. to sum up my past two weeks on my personal projects (aka why I've gotten even less done than normal)

    #sdl3 #imgui #fltk #programming #indiedev #gamedev #tooldev

  22. So some of you might write a "failure to initialize SDL" conditional like this...

    if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    { printf("failure"); }

    This isn't the right and proper way because SDL_Init returns a boolean.

    I thought "Now is a great time to do the right thing."

    So I wrote this, went to sleep and lost hours of my life debugging. See if you can spot the problem.

    if( SDL_Init( SDL_INIT_VIDEO ))
    { printf("failure"); }

    #programming #sdl3 #devlog #solodev

  23. I have an important update!

    The trick I used to get Make to compile the static libraries for SDL3 without CMake only seems to work for windows.

    As per the readme, the linux static sdl3 library does not appear to exist. If you're a linux user like me, you'll probably be used to shared libraries anyway.

    #programming #sdl3 #devlog #solodev

  24. I have important news!

    When you try to look for ways to statically link SDL3 using Make, all of the search results point to the cmake example here:
    wiki.libsdl.org/SDL3/README-cm

    Say good bye to the bloated build files because you don't have to use cmake at all!

    Instead you can just run:
    gcc <Source File> --static `pkg-config --cflags --libs SDL3 --static` -o <Output File>

    #programming #sdl3 #devlog #solodev