SDL 2.0.6 [Official Site], the next version bump of the popular cross-platform development library has entered the pre-release stage. It looks to be a great release too!
This next version will add support for Vulkan, easing the burden for developers working with the new API. It also expands their support of gamepads including adding bindings for the Nintendo Switch Pro Controller, Steam Controller, Revolution Pro Controller, HORIPAD 4 and more. It's not just adding in more gamepad support, but more functions have been added for working with joysticks and gamepads too.
They also added in an experimental JACK audio driver and an experimental KMS/DRM video driver for embedded development.
On top of that, there's tons of bug fixes and general improvements as usual for a fresh release.
See more info from the announcement here.
Quoting: GuestYeah, SDL2 sure keeps looking good. If my date with Godot doesn't turn out well, that's where I'm going next I figure ^.^Well, Godot is a game engine and editor, SDL 2 is a library. Very different things.
Quoting: liamdaweQuoting: GuestYeah, SDL2 sure keeps looking good. If my date with Godot doesn't turn out well, that's where I'm going next I figure ^.^Well, Godot is a game engine and editor, SDL 2 is a library. Very different things.
That was my thought, couldn't they be used in tandem?
Quoting: Sir_DiealotLikely Godot already uses parts of SDL. My favorite 2D engine (löve, love2d.org) does so, likely other engines do so as well. I guess he'd just go a little more low-level and do more stuff hinself if godot doesn't work out. Nothing stopping anyone from doing that. It's a just a fair bit more work than using an engine.
A 20s browse of godot's source tree indicates that they at least have platform specific OpenGL context creation, key mapping, and joypad. So they might not use SDL internally by the looks of it. There is, of course, nothing wrong with that. SDL probably won't give godot anything not already implemented anyway.
For anyone interested, the support in SDL for Vulkan is really, really tiny. By design. That's just the way Vulkan is. There's enough to load the Vulkan library, get a rendering surface, and get some initial API function pointers...and that's it. It won't substantially help devs learn Vulkan, but it at least takes care of the library loading.
Quoting: GuestWell, as said they're very different things. Your initial comment read like it was going from one game engine to another, nothing more. Take it easy :)Quoting: liamdaweQuoting: GuestYeah, SDL2 sure keeps looking good. If my date with Godot doesn't turn out well, that's where I'm going next I figure ^.^Well, Godot is a game engine and editor, SDL 2 is a library. Very different things.
No, you don't say... I never knew ! Not. :rolls_eyes:
What was the point of even saying this ?
Quoteand an experimental KMS/DRM video driver
I've been waiting for this! Hopefully we'll be able to run steam or games directly without even a window manager (Valve, please Listen, and make Steam big picture a Wayland compositor!!!).
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