#sdl3 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #sdl3, aggregated by home.social.
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mirabelle, mein neuer Permacomputer
https://olav.net/blog/2026-08-25/mirabelle-permacomputer.html
#SmolTech #SDL3 #Lua #permacomputing #MacOSClassic -
Minecraft: Java Edition now uses SDL3
https://www.minecraft.net/en-us/article/minecraft-26-3-snapshot-4
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Progress update on Principia touch support: All TMS_BACKEND_PC (and _MOBILE) compile-time ifdefs that primarily gated touch code exclusive to Android are now completely gone!
Now your experience on touchscreen Linux devices should be about on par with the Android version of Principia when you tick "Enable touch controls" in the settings. This also goes well with the new `use_gles` in settings.ini to switch to OpenGL ES without recompiling!
New release coming soon but I would appreciate if people could also build and test master to see if I've missed anything (we've also upgraded to #SDL3 so plenty that can go wrong). I should hopefully also try to get Principia packaged in #AlpineLinux in time for the next release. You know where I'm going with this! :) (ooo... #postmarketOS ...)
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For the past couple days I have been working on migrating Principia to #SDL3. I did a first pass on the migration a while back but with some things stubbed out.
There's... not much to show now that everything works like it should, but plenty of code cleanups as a result! Some functions that have been replaced with new SDL3 functions, the main entrypoint code has been rewritten to use SDL3's callbacks meaning less per-platform stuff for the web version, and so on. Very satisfying.
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OpenLiero has migrated from #SDL2 to #SDL3: github.com/openliero/op... there is also an improved joystick support among other fixes: github.com/openliero/op... #retrodev #MSDOS #retrogaming #retrocomputing #programming #coding #opensource #gamedev
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RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
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.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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Juha 'capehill' Niemimäki has released version 3.4.8 and version 2.32.10 of the SDL multimedia library for AmigaOS 4.
https://www.amiga-news.de/en/news/AN-2026-05-00050-EN.html
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RE: https://mastodon.gamedev.place/@Smohc_Stahc/115885132349651041
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: https://mathworld.wolfram.com/TriangleWave.html
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As a token of appreciation, 5 respondents will be randomly selected to receive 5 USD once the required participant count is reached.
How to help:
📺 Trailer: https://www.youtube.com/watch?v=o489LAGbquQ
📖 Guide: https://docs.google.com/document/d/1_yQj-k88YohH38YYFVfhL107nlOinshl97f5znJW33U/edit?tab=t.0#heading=h.unm753hv2hf1After testing, please complete the survey here: https://docs.google.com/forms/d/e/1FAIpQLSdgkfxU7Mg_dDQJK4dn0a3nZ1-JvBqD5zg0cvMCcFtl_gIezg/viewform?usp=header
2/3
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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...
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SDL3 now supports MS-DOS.
https://github.com/libsdl-org/SDL/pull/15377
hat tip: @icculus
#SDL #SDL3 #msDOS #DOS #RetroEdge -
Arch Linux Is Broken For Me
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SDL 3 Is Now Released And Both Linux And Windows Win
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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-sdl364-bit windows exe:
mingw-w64-x86_64-gcc
mingw-w64-x86_64-sdl364-bit windows ucrt (for when your using native windows cmd):
mingw-w64-ucrt-x86_64-gcc
mingw-w64-ucrt-x86_64-sdl3 -
The most impressive port I’ve seen this year so far: SDL3 for MS-freaking-DOS ❤️
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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:
https://voxelmanip.se/2024/12/14/sdl-lean-and-mean/