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tilemap showing random glitch tiles and terminal output testing custom SDL events. Its fine.

tilemap showing random glitch tiles and terminal output testing custom SDL events. Its fine.

very slowly and deliberately adding messaging and signals to objects using SDL's event queue. Basically tiles can send custom events with their unique id and a pointer to their animation class that gets caught by an event loop in the tilemap, which adds and […]

[Original post on krapp.masto.host]

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sdl keyboard tester updates:
☑️optimized so that it's not recalculating the font size every frame causing lag when there is lots of text
☑️pregenerate 8 different font sizes for text boxes
☑️added support for multiple text boxes
#dev #indiedev #programming #sdl #sdl3 #csharp #dotnet

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my SDL keyboard test program upgrades:
☑️ new text box to encapsulate the key text
☑️ font automatically resizes to fit the text box
#dev #indiedev #programming #sdl #sdl3 #csharp #dotnet

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improved my SDL keyboard test program to support TrueType fonts and window resizing
#dev #indiedev #programming #sdl #sdl3 #csharp #dotnet

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made a keyboard test program using SDL3-CS

finally starting to break free from the chains of Unity
#dev #indiedev #programming #sdl #sdl3 #csharp #dotnet

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Amiberry 8 Release - The Oasis BBS Amiberry 8 release lands with SDL3, a new GUI, Windows and Android builds, JIT upgrades, and hundreds of fixes.

Amiberry 8 Release Brings SDL3, New GUI, and Broader Platform Support
#Amiberry #Amiga #AmigaEmulation #RetroComputing #RaspberryPi #WinUAE #SDL3 #RetroGaming

theoasisbbs.com/amiberry-8-r...

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Got my SDL project working on Linux, so here's some footage that I took back when I was running it on Windows. #indiedev #gamedev #sdl #sdl3

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Original post on mastodon.gamedev.place

Long show but is there anyone here who has used SDL3 and Emscripten or is familiar with building Emscripten from source?

I had to get SDL3_TTF from a PR, and managed to build it with embuilder but so far when I try to build with -sUSE_SDL_TTF=3 it doesn't seem to acknowledge the option and if […]

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Getting back into #gamedev again, and I love it! I feel like a kid again.

It's been... 🤔 13 years or something since I last built a game. I used to use #Java and #libGTX, which seems to still exist, but this time I'm using #C++ and #SDL3, lots to learn!

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Was up tonight, and I wrote some C++23 example projects using SDL3/OpenGL 4.6. I created a static noise shader kind of similar to the old snow from analog TV. #homebrew #opengl #opengl4 #SDL3 #opensource #cplusplus23 #cplusplus

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So I ended up not doing traditional collision checking at all, but relying on flocking to keep the units from colliding and it's actually working pretty nicely!

(re: working on a simple RTS game with C and SDL3)

#gamedev #sdl #sdl3 #gameprogramming

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Implementing unit selection was unsurprisingly quick and easy, but now I find myself having to think about the control scheme a bit, since I need to differentiate between selecting units and giving them commands.

Left-click to select and right-click to issue commands?

#gamedev #sdl #sdl3

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(re: working on a small RTS game with C and #SDL3)

Ok, now I have a rudimentary tilemap plus a simple animated character with A* pathfinding implemented.

I didn't really track the time, but I'd estimate it took around 5-6 hours to implement. So […]

[Original post on mastodon.gamedev.place]

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Oh and if you remember my previous post about getting Zig+SDL3 to run on my PSP... well, I just *had* to spend a couple of hours today seeing how this would go!

#Zig #SDL3 #RmlUi

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Been spending some time writing C-bindings for RmlUi so I can integrate it into my Zig project... just to see if I can!

There's something very neat about running a subset of browser functionality in my application using mostly SDL3 and Zig

#Zig #RmlUi #SDL3

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I'm getting a bunch of memory leaks (via asan) from gtk_widget when using SDL3 (X11), anyone else had this? Is there a way to fix this?

#gamedev #sdl #sdl3

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maze with two characters in it. Pixel art style.

maze with two characters in it. Pixel art style.

Recycling some old pixel art to jump-start graphics for a little game I'm working on. Tech stack is #C, #SDL3, and #WASM all playing *very nice* together. #pixelart

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Update!

Entities are now saved in a vector, allowing easy iteration and less code duplication.

To simplify logic, paddles are reference by direct pointers for input and collision logic. This lines up nicely with hardcoded scoring zones.

#gamedev #cpp #sdl3

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Refactoring! Pong demo is now separate from the engine core.

Introduced callbacks for steps of the main loop.
Most pong gameplay lives there for now, awaiting proper entity management.

(Thoughts on the visuals for the snippet?)

#devlog #gamedev #gameengine #cpp #sdl3 #solodev

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Scoring has now been implemented! It's shown in the window title.

Now possible to play against a friend (or your other hand)

Time to do a bit of refactoring, generalize the entity system, and separate the demo from the engine.

#devlog #gamedev #gameengine #cpp #sdl3 #solodev

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I promised Paddles and I deliver! A quick show-match against myself.

Proper paddle collisions, with angle based on where the ball hits, and it accelerates with every hit.

No scoring yet, just bounces off the back wall...

#devlog #gamedev #gameengine #cpp #sdl3 #solodev

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Christmas break... Family... Relaxing... Procrastinating...?

For now, have a bouncing ball. Paddles coming soon™️

Also some time spent tinkering with implementation details...

#devlog #gamedev #gameengine #cpp #sdl3 #solodev

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Gonna give this place a go too. Starting by reposting my last few Xeets to catch everyone up.

Got basic input-update-render loop, framerate-independent movement.

Been working on basic entities, and a Vector2 implementation.

(Video from Dec 18)

#devlog #gamedev #gameengine #cpp #sdl3 #solodev

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Devlog #14

Collision detection of rectangles is easy, collision resolution much harder. Made a debug mode to see collider shapes.

It is tedious to find good parameters for dragging and deceleration.

#C++ #SDL3 #Platformer

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GitHub - FiresideXR/sdl_audio_addon Contribute to FiresideXR/sdl_audio_addon development by creating an account on GitHub.

Howdy ya'll!

This is a little late given a 4.6 PR that was recently merged, but I've come out with a simple Opus encoding/decoding #GDExtension written in Rust!

It depends on #SDL3, completely bypassing Godot's audio system in order to capture microphone audio

Check it out:
#Godot #GameDev #Rust

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pKISS displaying a KISS project of Mai Kazuki from "Magical Emi, the Magic Star" by Maru-chan.

pKISS displaying a KISS project of Mai Kazuki from "Magical Emi, the Magic Star" by Maru-chan.

Sample KISS project documentation browser

Sample KISS project documentation browser

Sample KISS project properties dialog showing the parsed configuration

Sample KISS project properties dialog showing the parsed configuration

Sample KISS project properties dialog showing the object list

Sample KISS project properties dialog showing the object list

New alpha release "Pottery" of pKISS is available !
gitlab.com/lenaing/pkiss

Since last message here, I added a KISS project properties viewer dialog, a documentation viewer and enabled loading from LHA archives 😺

#kiss #fkiss #python #sdl #sdl3 #qt #pyside #pyside6 #KisekaeSetSystem

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some fool standing on top of a big blue cube.... next to a small red cube..... with the right faces not being renderered.... in an isometric view...

some fool standing on top of a big blue cube.... next to a small red cube..... with the right faces not being renderered.... in an isometric view...

the same as before but now in slightly fake 3d (no opengl yet sorry)

the same as before but now in slightly fake 3d (no opengl yet sorry)

development on my shitty roblox bootleg may or may not be
back in business #gamedev #bootleg #ripoff #slop #sdl #sdl3

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Devlog #5

I finished with a platformer from the video by constref, which is really great from an educational perspective, with animations, physics, collisions, enemies and bullets.... but the program structure is a mess: 1000 lines of code and a long game loop update.

#C++ #SDL3

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Making a game from scratch with C/C++, CMake, SDL3, SDL_image, SDL_mixer
Making a game from scratch with C/C++, CMake, SDL3, SDL_image, SDL_mixer YouTube video by constref

Devlog #4

I learned a lot from the Youtube tutorial:

"Making a game from scratch with C/C++, CMake, SDL3, SDL_image, SDL_mixer"

#C++ #SDL3

www.youtube.com/watch?v=Wu2g...

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SDL3/FrontPage The Simple Directmedia Layer Wiki

Devlog #3

In the end of October, I learned SDL3 and built a small platformer program. I like the concept of the three functions without a main-function:
SDL_AppResult init();
void processEvent(SDL_Event* event);
SDL_AppResult iterate();

#C++ #SDL3

wiki.libsdl.org/SDL3/FrontPage

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