SDL2.0 is out !


ekianjo

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http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-August/089854.html

Will we ever see it for Pandora? :) (and does it make sense?)

From the features list it does seem that the Pandora would benefit about it a lot, if new software use SDL2:

Code:
   - Full 3D hardware acceleration
   - Support for OpenGL 3.0+ in various profiles (core, compatibility,
   debug, robust, etc)
   - Support for OpenGL ES
   - Support for multiple windows
   - Support for multiple displays
   - Support for multiple audio devices
   - Android and iOS support
   - Simple 2D rendering API that can use Direct3D, OpenGL, OpenGL ES, or
   software rendering behind the scenes
   - Force Feedback available on Windows, Mac OS X and Linux
   - XInput and XAudio2 support for Windows
   - Atomic operations
   - Power management (exposes battery life remaining, etc)
   - Shaped windows
   - 32-bit audio (int and float)
   - Simplified Game Controller API (the Joystick API is still here, too!)
   - Touch support (multitouch, gestures, etc)
   - Better fullscreen support
   - Better keyboard support (scancodes vs keycodes, etc).
   - Message boxes
   - Clipboard support
   - Basic Drag'n'Drop support
   - Proper unicode input and IME support
   - A really powerful assert macro
   - Lots of old annoyances from 1.2 are gone
   - Many other things!
 
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Will we ever see it for Pandora? :)
Sure, it build with only a few code fixes here and there. Nothing major. There have been a tutorial posted on theses board about that a few months ago.
(and does it make sense?)
It will make sense for games suporting it. (I for one would recomand any devs to switch from 1.2 to it asap)
What would be frankly awesome would be to have notaz patches merged ;)
 
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Cool I've never developed with SDL but now with Android and iOS support as well as Linux, Mac and Windows it has piqued my curiosity.
 
I'll order the new SDL Game Development book and see if it is more suited to my project than Kivy.
 
So, SDL2 has OpenGL ES support, but seemingly no rotational support. SFML has support for rotations, but not (seemingly) for OpenGL ES. I'm kinda hoping for something with both. Maybe SDL's ES support will inspire SFML...

Edit: SDL_RenderCopyEx seems to do what I need - if it's accelerated, it'll do just fine!
 
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Thanks Seb for the link. I knew about the Python-SDL and I'll have look into it too. I don't particularly want to develop in Python, actually I've used C++ much much more. But Python is a nice change of pace and a really cool language.

BTW, sebt3 I think you're from Quebec City. Je suis de la rive-sud de Montreal!
 
What has to be done to migrate to SDL2.0 from 1.2?
The new API is a bit different (the old API I believe was supposed to still be supported). The new API uses opengl in the background. The only thing ive done in my project was add window and context support for opengl. I dont use much of the new 2d api since I use opengl directly.
 
yeah, cut over from SDL 1.2 to 2.0 now.. worth it :) Not too much pain for many projects, since theres a lot of similarity for many APIs.. but many of the SDL-addons are not there yet.

jeff
 
So, SDL2 has OpenGL ES support, but seemingly no rotational support. SFML has support for rotations, but not (seemingly) for OpenGL ES. I'm kinda hoping for something with both. Maybe SDL's ES support will inspire SFML...

Edit: SDL_RenderCopyEx seems to do what I need - if it's accelerated, it'll do just fine!
You get all that in Allegro 5 ;)

Edit:

In my current game, it stopped drawing the title graphic, presumably because I was stretching it to a bizarre size, considering that was using GLES, and this will too, does that mean we'll likely see rendering restrictions in SDL 2 too?
 
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I wrote my game engine based on SDL 1.2 + OpenGL/ES in the past but now want to port it to 2.0 since basing new software on old libs doesn't sound plausible to me and apparently using OpenGLES is a less hackish procedure there.
I've been utilizing OpenGL directly, but it's only a 2D engine.

So the question is if it's better to use the new SDL 2.0 graphics API in the port or leave it to direct OpenGL usage(performance wise)?
I used some stuff that I'm not sure if they can even be done in the SDL 2.0 API, like drawing the whole tilemap with one OpenGL call. That's why I'm not sure what to use.
 
elvissteinjr you can still use SDL2 to create a window and setup up the context like you use SDL 1.2 and use opengl directly. I did this with my engine and didnt have any issues.
 
I know, but I was asking what's better to use performance-wise. 
While I try not to write slow code, I can't really score with OpenGL experience like the guys who wrote the SDL stuff probably could.

I was in the process of rewriting anyways(the code is old and a bit ugly), so I would be no big deal to redo the rendering stuff if it's faster. I'm all-in for performance.
 
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