Game Development with SDL 2.0 (Steam Dev Days 2014)

แชร์
ฝัง
  • เผยแพร่เมื่อ 30 ต.ค. 2024

ความคิดเห็น • 235

  • @dandymcgee
    @dandymcgee 2 ปีที่แล้ว +95

    This guy is a literal legend. Here's a list of just some of the things he has helped port to Linux:
    Left 4 Dead 2
    Unreal Tournament
    Call of Duty
    Medal of Honor
    Rocket League
    Google Earth
    Crysis Wars
    Battlefield 1942
    Psychonauts
    Serious Sam
    America's Army
    Postal 2
    Postal 1
    Second Life
    Killing Floor
    Dungeon Defenders
    Dungeons of Dredmor
    Braid
    Super Meat Boy
    The End is Nigh
    Aquaria
    Dear Esther
    Lugaru HD
    Sanctum 2
    Goat Simulator
    LIMBO

    • @brunomoreno3666
      @brunomoreno3666 ปีที่แล้ว +1

      is rocket league still playable on linux after being bought by epic?

  • @SonyCommander
    @SonyCommander 9 ปีที่แล้ว +197

    So much to talk about and so little time, but this guy nails it without exploding! Nice!

  • @EddieKMusic
    @EddieKMusic 9 ปีที่แล้ว +150

    Holy crap. I'm convinced. I haven't written a single line of code in SDL, but I already fallen in love with it. No more SFML. SDL, here I come!

    • @gustavo4passos
      @gustavo4passos 9 ปีที่แล้ว +7

      _greyfox() Welcome! :D
      I've tried SDL2 and SFML2, but my heart belongs to SDL.

    • @nameguy101
      @nameguy101 9 ปีที่แล้ว +20

      _greyfox() It's bad practice to precede a userspace function with an underscore

    • @mopkrayz
      @mopkrayz 9 ปีที่แล้ว +4

      +_greyfox() SFML is a newer offering. SDL has been there for many years. For me it had to be SDL as I want to do ios games, and ios for SFML is still very experimental at this stage (2015)

    • @vexedev
      @vexedev 9 ปีที่แล้ว

      +_greyfox() Same here. Having to compile GLFW, GLEW etc. So lame. I just wonder if I need to prefix my gl calls with SDL_GL or could just use glFunction

    • @MyAce8
      @MyAce8 8 ปีที่แล้ว +2

      +_greyfox() although I prefer sdl to sfml the difference isn't night and day

  • @saxxonpike
    @saxxonpike 2 ปีที่แล้ว +7

    I have tried about two dozen different libraries to try and figure out what is most suitable for my retro-style projects. SDL came out out on top. Thank you for talking more about it!

  • @FemmeAndroid
    @FemmeAndroid 10 ปีที่แล้ว +34

    Great job answering questions throughout. Hit on a ton of information, repeated questions for the viewers. Thanks! Actually considering starting a new project in SDL over something else after watching this. My only fear is my lack of time.

  • @kinsondigital
    @kinsondigital 5 ปีที่แล้ว +81

    Quick recommendation. Improve the website, documentation and adding of more quick samples to the documentation.

    • @TheBrenton24
      @TheBrenton24 10 หลายเดือนก่อน +4

      nothing was done with this information it seems

    • @aylazer23
      @aylazer23 10 หลายเดือนก่อน +4

      Their website is so bad fr. On the other hand look at raylib

  • @asphantix
    @asphantix 10 ปีที่แล้ว +34

    This was a great presentation. I will definitely check out SDL 2

  • @Epitaph64
    @Epitaph64 9 ปีที่แล้ว +34

    I love this talk. I can feel the enthusiasm!

  • @ducksoop.x
    @ducksoop.x 5 ปีที่แล้ว +11

    2019 and SDL is still a great little library to use.

    • @Rock4896
      @Rock4896 5 หลายเดือนก่อน +2

      2024 and still the best!

    • @vncstudio
      @vncstudio 10 วันที่ผ่านมา

      @@Rock4896 Absolutely. Still works perfectly.

  • @GottZ
    @GottZ 10 ปีที่แล้ว +10

    just because of this, i started using sdl. srsly. i'm loving it for its simplicity.

  • @ThreeQuartersSerious
    @ThreeQuartersSerious 10 ปีที่แล้ว +14

    Re-affirmed my decision to use SDL. Great presentation.

  • @songersoft
    @songersoft 8 ปีที่แล้ว +21

    Really good presentation. Thank you SDL. Thank you guys.

  • @Murderface666
    @Murderface666 10 ปีที่แล้ว +69

    There needs to be better tutorials for using SDL2 and creating games. Something similar to what XNA with small samples would be more productive, because everybody is not at the same level as everybody else in regards to game programming.

    • @Murderface666
      @Murderface666 10 ปีที่แล้ว +1

      ***** Not up to par

    • @Murderface666
      @Murderface666 10 ปีที่แล้ว +1

      ***** LazyFoo's are good for starters, there are too many others just like his that more or less stop at the same point. Nobody really wants to go into actually creating states, ECS or animating a 3D model.

    • @Murderface666
      @Murderface666 10 ปีที่แล้ว +4

      ***** The library is not the problem. The problem is that people keep making the same mundane tutorials like a broken record and stop at the same point. Very few (like lazy foo) takes it a bit further, yet call it game development or game programming.

    • @marcholman291
      @marcholman291 3 ปีที่แล้ว

      @@Murderface666 Sanjay Madhav's book looks promising in this respect

  • @alexxv.1519
    @alexxv.1519 8 ปีที่แล้ว +16

    What a great communicator!

  • @PoppySeed84
    @PoppySeed84 3 ปีที่แล้ว +1

    this guy is a genius... its amazing how knowledgeable he is about his passion...

  • @awesomeamazing5752
    @awesomeamazing5752 8 ปีที่แล้ว +21

    I use SDL2.0 and OpenGL for my games :) SDL seems to works perfectly and fast

  • @polypus74
    @polypus74 8 ปีที่แล้ว +10

    This is a library that dos not get enough 'media' coverage. Good and necessary talk; i wish there were more like it.

    • @dn5426
      @dn5426 8 ปีที่แล้ว +1

      Do other 2d libraries get coverage?

  • @l_t_m_f
    @l_t_m_f 3 หลายเดือนก่อน

    This is my favorite and most used library ever. Thanks for making it. I wish I can one day contribute to it.

  • @XaetaCore
    @XaetaCore 10 ปีที่แล้ว +19

    Awesome talk im going to use sdl now

  • @Solo6R
    @Solo6R 8 ปีที่แล้ว +2

    I have been flip flopping between focusing on SDL2 or SFML2 for the past like 5 months. I keep coming back to this video and assure myself that I should stay with SDL.

  • @wagnerc27
    @wagnerc27 6 ปีที่แล้ว +2

    I am giving this great video a rewatch now that I finally have SDL2 linked up in VS. =)

  • @bjbegui
    @bjbegui 9 ปีที่แล้ว +41

    I would love to work with Ryan.. I bet I could learn a lot...

    • @Jianju69
      @Jianju69 6 ปีที่แล้ว

      Yeah, I'd like to work alongside him too.

  • @leonardoguilherme4982
    @leonardoguilherme4982 10 ปีที่แล้ว +4

    I think he should have talked a little bit more about RWOps as it is *essential* for Android development to access your resource files (images, sounds, etc), as they reside on non-standard and sometimes non-predictable places. All in all, a very good talk, I wish I was there.

  • @GouStoulos
    @GouStoulos 7 ปีที่แล้ว +2

    the oddworld t-shirt made me love him even more

  • @Kuja31
    @Kuja31 8 ปีที่แล้ว +3

    Haptic perception (Greek: haptόs “palpable”, haptikόs “suitable for touch”) literally denominates "to grasp something". ( From Wikipedia )

  • @astarothgr
    @astarothgr 10 ปีที่แล้ว +6

    Yes, very solid presentation! And Pilotwings FTW!!!

  • @kevinglhfcn
    @kevinglhfcn 10 ปีที่แล้ว +3

    just started doing some work in sdl2. i made tic-tac-toe and a basic 2d tile game. seems pretty legit.

  • @deltakid0
    @deltakid0 3 ปีที่แล้ว +1

    19:30 as an example I can recall SDLPOP which is a reverse enginered MS-DOS Prince Of Persia rewritten for SDL, it's open source and also available at github.

  • @ColgateCat
    @ColgateCat 10 ปีที่แล้ว +4

    Great Oddworld t-shirt, loving it

  • @SuperToughnut
    @SuperToughnut 10 ปีที่แล้ว +3

    Great speaker! Great video! I feel like my game is already done!

  • @jonskunator
    @jonskunator 10 ปีที่แล้ว +21

    I also get nauseous when I see the dance which is required to just open a window and a rendering context in Direct3D.

    • @jonskunator
      @jonskunator 10 ปีที่แล้ว +1

      True. I later discovered that as well.

    • @syntaxed2
      @syntaxed2 7 ปีที่แล้ว +6

      Just stay away from everything written by MICROSOFT :D WINAPI/D3D/NET/MFC you name it - NEVER TOUCH IT!

  • @sethatkins3731
    @sethatkins3731 5 ปีที่แล้ว +5

    thank you steam, very cool

  • @LeviDSmith
    @LeviDSmith 4 ปีที่แล้ว +7

    I really miss the days when you had to actually know what you were doing to make a game. These days, anyone can crap out a game in GameMaker in 30 minutes and call themself a game developer.

  • @DrBlowFishAG
    @DrBlowFishAG 9 ปีที่แล้ว +6

    26:45 "Wiggled a stick. Pushed some buttons."

  • @dada-xk9qe
    @dada-xk9qe 7 ปีที่แล้ว +3

    What a bro. 'It's probably our fault and we'll fix it.'

  • @guycomments
    @guycomments 9 ปีที่แล้ว +5

    Great talk; very informative.

  • @blackcitadel37
    @blackcitadel37 8 ปีที่แล้ว +9

    Why there are so few people watching the presentation live?

  • @wheatdogliou7122
    @wheatdogliou7122 8 ปีที่แล้ว +3

    I love this talk!

  • @BlazertronGames
    @BlazertronGames 6 ปีที่แล้ว

    I was already gonna learn sdl once I learn c++. This is making even more excited!

    • @BlazertronGames
      @BlazertronGames 5 ปีที่แล้ว

      2 months later and you've quit c++ and lost all motivation to do anything programming related...

    • @BlazertronGames
      @BlazertronGames 5 ปีที่แล้ว +1

      4 months later and you're playing with C, and kind of enjoying it.

    • @___free4ever___
      @___free4ever___ 4 ปีที่แล้ว +4

      @@BlazertronGames lol

    • @lukalonec657
      @lukalonec657 4 ปีที่แล้ว

      Yo what is wrong with c++?

    • @leonlysak4927
      @leonlysak4927 4 ปีที่แล้ว

      Learn Nim. Python like syntax but compiles to C. There is a wrapper for SDL2

  • @kinsondigital
    @kinsondigital 5 ปีที่แล้ว +1

    Very awesome. I have been taking on SDL2 (C# binding) and so far I love it. I have all the power to easily pull off what I want to for my game engine and tools!! Highly recommend!

  • @luisbrujo77
    @luisbrujo77 8 ปีที่แล้ว +11

    I just ditched Allegro 5 for SDL and after watching this video I feel even better with my choice. Allegro 5 has very poor documentation, no books, not many tutorials, very small community, very ugly API and too much code to write. SDL 2.0 is the opposite of Allegro 5 in every aspect and the more I use it the more I love it.

    • @blackcitadel37
      @blackcitadel37 8 ปีที่แล้ว

      i used Allegro 5 for many years. I'm thinking about changing it for SDL2 too. Does it really worth? Any opinion for anybody?

    • @luisbrujo77
      @luisbrujo77 8 ปีที่แล้ว +1

      Well, for a start in SDL 2.0 you have to type much less code than Allegro 5 for basically doing the same things. The API is also very clean and the documentation is much better with more examples to learn from. So yeah I would recommend you switch to SDL 2.0 as it would make your programming life much easier. If you want to start learning, head over lazyfoo.net/tutorials/SDL/index.php it covers everything you need to get started.

  • @agustriberry9936
    @agustriberry9936 6 ปีที่แล้ว

    hey.., i'm just knew few thing but, i have newbie question to ask, so sdl wasn't for rendering, it's using openGL to, but does the sdl api handle crossfire and SLI to? Lol

  • @zealmilenio177
    @zealmilenio177 3 ปีที่แล้ว

    I swear I get recommended this video every other time I load TH-cam. I get it matches my VR ValVe Declared interest, but seriously, why does it seem so important

  • @timonpasslick
    @timonpasslick 6 ปีที่แล้ว

    Wow... 17 minutes and I'm convinced.

  • @gesus0678
    @gesus0678 6 หลายเดือนก่อน

    i love how he is so energetic

  • @jacekmigacz
    @jacekmigacz 9 ปีที่แล้ว +3

    Great presentation. Thanks.

  • @matthewexline6589
    @matthewexline6589 10 หลายเดือนก่อน

    Sorry for commenting on nearly a 10-year-old-video but is it possible to share a single Texture2d on the gpu between renderers? I have a spritesheet that will be used universally and I don't see a reason to bind it to every renderer (each window needs it's own separate renderer, right?) for each window; every window should ideally be referencing the same spritesheet on the gpu. It's a massive spritesheet that encompases all of the textures in the game (4k) so there's no need to texture swapping. Ideally there shouldn't be any need for redundant copies of the texture on the gpu either simply because it's being used by multiple windows/renderers.

  • @blenderpanzi
    @blenderpanzi 10 ปีที่แล้ว

    I tried to configure a Wiimote+Nunchuk as a gamepad in Big Picture mode under Linux, but somehow I couldn't configure the Y axis of the nunchuk analog stick (hte X axis worked fine), even though *that* did work without configuration (almost nothing else did, though). Strange.

  • @kingsleyshacklebolt7335
    @kingsleyshacklebolt7335 8 ปีที่แล้ว

    wow, so nice, i actually ove SDL, it is so powerful and also so easy and intuitive to learn, like it very much, nice talk

  • @superkimsay
    @superkimsay 8 ปีที่แล้ว +1

    why are there no books on sdl 2 out there? SFML is much younger and there already exist some books. Would like to use SDL but cannot find a good book about it...

    • @dn5426
      @dn5426 8 ปีที่แล้ว

      It does and from the same publisher too. I think api doc. and lazyfoo tutorials are good enough to learn.
      www.amazon.com/SDL-Game-Development-Black-White/dp/1849696829/ (Haven't read it personally)

    • @firstname4337
      @firstname4337 8 ปีที่แล้ว

      both of these are SDL
      www.amazon.com/dp/1305110382/ref=rdr_ext_tmb
      www.amazon.com/dp/1849696829/ref=rdr_ext_tmb
      and here's a great web site
      lazyfoo.net/tutorials/SDL/index.php

  • @aarocka11
    @aarocka11 10 ปีที่แล้ว +20

    Ryan Gordon. Gordon Freeman. Half-Life 3 confirmed.

    • @rodrigownh
      @rodrigownh 10 ปีที่แล้ว

      HAHAHAHAHA

    • @sebastiaanoerlemans8422
      @sebastiaanoerlemans8422 7 ปีที่แล้ว

      they fired the writers of the half life series they ended the myth

  • @baljeetin581
    @baljeetin581 ปีที่แล้ว

    Mr. Ryan Gordon, you are going too straight on it... Congratulations... You should now create games more stronger than ever possible throught.. 😇

  • @MrCrazythebig
    @MrCrazythebig 10 ปีที่แล้ว +2

    What do you think is better for simple 2d game development?
    I've been using sfml and I really like it. What are the benefits of using SDL rather than SFML?

    • @nowayjosedaniel
      @nowayjosedaniel 10 ปีที่แล้ว +4

      *****
      Stick with SFML, it is a lot better than SDL because it is higher level.
      Most people don't need that lower level. If they need something as low level as SDL, they might as well just roll their own engine using OpenGL. Because anyone but the most stringent of requirements will be more than fine with SFML or even engines that are higher level than that.
      Never worry about optimization, especially as a newbie. Worry about finishing a game. So work as high level as you can, with something which provides a ton of resources. XNA or Unity are loaded with resources. SDL and SFML are not. However, SFML can be easily used to make a game compared to SDL.
      My strongest suggestion if you don't want to go higher level, is to go SFML.net.
      Working with C# will make your life easier, compared to the living hell of C++ game dev. You don't want to be working for a month on the basics of rendering and loading assets into memory, when any higher level framework or engine does that for you in seconds.
      This is important, because it is irrelevant if C++ and SDL are "better for performance" or lower level. To make games, you WANT higher level frameworks, libraries, and engines. They save time. Time which will result in a game being finished. Since the #1 fault in game dev is never finishing a project, this is important.
      In the end, real professionals only use SDL/SFML/Other to make their own higher level engine. Tools (as opposed to games) are very often made in C# because with C# you can do things in one line of code (or not at all) that would take entire classes with C++.
      If you WANT that low level experience, which is your excuse as to why you dont want higher level engines, then you should just go down to the lowest and make your own rendering engine with just OpenGL.
      SDL and SFML are niche. If you want the learning experience, go to the bottom so you learn the most. If you want to make games, go higher to get it done faster.
      If a real developer needs to do things in a very specific way, going lower level makes sense because a higher level engine or framework wouldn't handle assets properly. However, if that is the case... NO framework will handle assets properly. They all want you to do things the way THEY want. So all that is left are developers who need to do things in any way, which makes you question as to why they don't go higher level. Hence why SDL and SFML are niche.
      They are designed to save you time, but whether or not that time is worth it is a niche circumstance. If you need to save time, going higher level makes more sense. The fault of higher level (like Unity) is less control over everything, which can make things difficult if your game handles assets uniquely. Which won't be the case unless you are a weirdo like myself. So the only time you'd want to use SDL/SFML is when you want to work in C++ (or SFML.net if you want to work in C#) and you want to do everything yourself...except rendering and other basic things like input, audio, etc.
      Still... there are many other frameworks out there which do those things (and more or less; for ex. Cocos2D or MonoGame/Xna).
      If you don't believe me, then look at reality.
      How many AAA studios use SDL and SFML? They don't really.
      Why does Unity have over a million registered developers? Because it's higher level, cutting out the low level crap.
      Why do AA kickstarter studios use Unity, like Richard Garriott or the makers of the new Shadowrun games? Because it's higher level, cutting out the low level crap.
      I have two games currently in development. One is a simple 2D game, likened to a mix of FTL: Faster than Light and The Sims. I use Unity, because the assets are nothing more than pixel art.
      The second game requires its own engine, because the assets will fill gigabytes worth of memory. The way I need to handle the art assets is contrary to what every engine and framework want me to do, but I have few other options outside of lowering quality of the assets. However, I have successfully used SFML.net so far. It would work, but a custom system would be much better because I run across bugs in SFML constantly due to the way I'm trying to use the assets. No one has done what I am trying to do since the 90's, but the art pipeline for modern gaming has taken a turn towards 3D, even when in 2D.

    • @petertbbrett
      @petertbbrett 10 ปีที่แล้ว +1

      Carter Gabriel "How many AAA studios use SDL and SFML? They don't really." -- well, Valve does (obviously).

    • @nowayjosedaniel
      @nowayjosedaniel 10 ปีที่แล้ว

      Peter Brett
      Only after Valve bought it and turned it into SDL 2.0.
      They also have reasons for doing this business move. It isn't because SDL is the hottest thing since sliced bread.
      Valve wouldn't be using SDL if they didn't pour money into it.
      Nice try though.

    • @nowayjosedaniel
      @nowayjosedaniel 10 ปีที่แล้ว

      Might also want to mention what Valve does with SDL. It doesn't use SDL to completely recreate their engine from scratch, nor create their video games.
      Here is an example of how they use SDL.
      "SDL provides Valve with a comprehensive range of language services, including localization, voiceover recording, and website translation. This unique and rewarding relationship was tested recently when Valve approached SDL to translate 25 hours of gaming content into 6 languages in only 2 weeks-a feat that SDL accomplished on-time and to an exemplary standard of quality."
      Just like with most game libraries, AAA studios only use them for game tools. If you see a list of "major titles" for these game libraries, they mostly consist of a handful of semi-famous titles- but noted for being a TOOL in the creation of that semi-famous title.
      Unless you truly believe the engine for "Star Wars: The Force Unleashed" was created using Slim-DX.

    • @firstname4337
      @firstname4337 10 ปีที่แล้ว +6

      Carter Gabriel "Valve wouldn't be using SDL if they didn't pour money into it"
      and they wouldn't have put money into it if they didn't plan on using it dumbass - its a pretty simple concept, they see a good product that meets their business needs and decide to put money into it - you obviously are not as smart as you think you are - maybe you should spend more time programming and less time posting on youtube

  • @chastitywhiterose
    @chastitywhiterose 4 ปีที่แล้ว +1

    I have used SDL but I had a lot of trouble when I wanted geometric primitives like circles or polygons. I had to get sdl-gfx working which was not easy. That was the only real downside because sfml and allegro already include shape drawing and text drawing as part of their official installation. I think the SDL team needs a solution to this.

  • @blenderpanzi
    @blenderpanzi 10 ปีที่แล้ว +1

    As I understand it Haiku is not "a newer version of BeOS" but an open source clone (probably with some new stuff/updates).

  • @corretorortografico5534
    @corretorortografico5534 2 ปีที่แล้ว

    But the open source option to DirectX wasn't opengl?

  • @PhilJulianM
    @PhilJulianM 10 ปีที่แล้ว

    Great presentation!

  • @FelipeBudinich
    @FelipeBudinich 10 ปีที่แล้ว

    Excuse me for my ignorance, could this be used for PS4 development?

    • @FelipeBudinich
      @FelipeBudinich 10 ปีที่แล้ว

      (ok the talk itself talks about this, just got a little anxious)

  • @insoft_uk
    @insoft_uk 5 ปีที่แล้ว

    I discovered SDL years ago and find puzzling why SFML came along, it just seems it's trying to reinvent the wheel, SDL2 dose the job fine and well supported and years of development, not that SFML is bad just we already have a decent one that works.

  • @darchendon7926
    @darchendon7926 3 ปีที่แล้ว +1

    Weird question but
    If you're making a 2d game, would you need openGL/vulkan/directX (direct3d?), or would SDL be enough for any kind of 2D? Would you still want a graphics api for a 2d game anyways?

    • @SonarSystemsCoUk
      @SonarSystemsCoUk 2 ปีที่แล้ว

      Well sdl is built on top on OpenGL etc so that is enough but having knowledge of the lower level APIs help as you may need to interact with them

  • @thesir1215
    @thesir1215 7 ปีที่แล้ว

    Very very very well explained

  • @TyLianti
    @TyLianti 3 ปีที่แล้ว

    Sometimes I watch this just for fun.

  • @erc0re526
    @erc0re526 9 ปีที่แล้ว

    Man, that guy is a genius

  • @bkzlab
    @bkzlab 7 ปีที่แล้ว

    But why does it have to be so cumbersome to get a simple Android project running?

  • @icomputo
    @icomputo ปีที่แล้ว +1

    SDL 3 soon?

  • @gasparliboreiro4572
    @gasparliboreiro4572 2 ปีที่แล้ว

    does this api have vibrator support?

  • @paramountain.pictures1852
    @paramountain.pictures1852 8 ปีที่แล้ว +9

    "I am porting software on Linux, Mac, even on your own toaster!". So, yea, wait until I port your Windows on your hand and call it Handows.

    • @sethatkins3731
      @sethatkins3731 5 ปีที่แล้ว

      even though it doesn't make any sense, i still laughed...

  • @zs4679
    @zs4679 9 ปีที่แล้ว +2

    Can someone please add subtitles ?

  • @baraksmash
    @baraksmash 4 ปีที่แล้ว +1

    26:38
    "That's when he knew he fucked up."

  • @HikikomoriDev
    @HikikomoriDev 9 ปีที่แล้ว +2

    Yay! Supports Haiku OS lol 7:42

  • @junglenerd2291
    @junglenerd2291 10 ปีที่แล้ว

    Very interesting!

  • @michaelacosta1848
    @michaelacosta1848 7 ปีที่แล้ว +1

    Well, if only this guy can convince Valve to change them and port the Source Engine for Linux Dev that would be great. But once again, not everyone changes.

  • @e9526811
    @e9526811 10 ปีที่แล้ว

    Great Video :)

  • @alexkiecker4175
    @alexkiecker4175 8 ปีที่แล้ว +1

    SFML has an even easier interface to make a window

  • @strafeAD
    @strafeAD 8 ปีที่แล้ว

    How can i get the transcript of this "speech"?

    • @strafeAD
      @strafeAD 8 ปีที่แล้ว

      +Toaoo Dev I found it

    • @darthnix
      @darthnix 8 ปีที่แล้ว

      fuck off

    • @thacoolest13
      @thacoolest13 8 ปีที่แล้ว +1

      Internet is so sensitive these days. Or maybe it always has been. Thats why I try my best to stay away from comments.. Discounting this one of course. :)

    • @thacoolest13
      @thacoolest13 8 ปีที่แล้ว +1

      ;) I rest my case.

    • @darthnix
      @darthnix 8 ปีที่แล้ว

      damn you are sick dude can I have your autograph

  • @MegaHalobro
    @MegaHalobro 8 ปีที่แล้ว

    Ye SDL Never Works For Me I Always Get LNK2001 That Leads To _SDL_main_ In Like I Think Its Called SDL2main.lib Or Something Like That And I Don't How To Fix It, It Should Be Noted I Use VS2015 And Looked Up How To Set It Up And Even Made A Template For It

    • @MegaHalobro
      @MegaHalobro 8 ปีที่แล้ว

      Ok Does That Come In SDL 2.0.4?

    • @SerBallister
      @SerBallister 8 ปีที่แล้ว +1

      Link error means you didnt link the library (SDLMain.lib & SDL.lib i think?) - Check linker options->input

    • @MegaHalobro
      @MegaHalobro 7 ปีที่แล้ว

      Atilla It Is A Habbit

    • @UnknownYTx
      @UnknownYTx 7 ปีที่แล้ว +1

      below : #include
      put : #undef main

  • @simsonlory1459
    @simsonlory1459 5 ปีที่แล้ว

    Grid style T shirt is the default symbol for programmer LOL :)

  • @Mattia_98
    @Mattia_98 8 ปีที่แล้ว +1

    Love this speech. But I don't think the Raspberry pi should be counted as it's own platform, it's Linux.

    • @LorenzoMarsicano
      @LorenzoMarsicano 7 ปีที่แล้ว +4

      I think he's reffering to RasPi as hardware architecture

  • @dr4ghs
    @dr4ghs 9 ปีที่แล้ว +1

    OMG! HE HAS A MUDOKON ON HIS SHIRT!

  • @deltakid0
    @deltakid0 4 ปีที่แล้ว

    Is there a possibility to enable Auto-Closed Captions? I am not native english speaker so I usually lost the jokes this guy tell and so because the speed of his speaking.

  • @davidcedres1958
    @davidcedres1958 8 ปีที่แล้ว +7

    If you're still using facebook man this is the time to reevaluate your life

  • @Dripikdrippydipsdropkicks
    @Dripikdrippydipsdropkicks 7 ปีที่แล้ว +2

    I want his oddworld shirt

  • @samljer
    @samljer 5 ปีที่แล้ว

    Why have i not yet used SDL.... omfg.

  • @MrSapps
    @MrSapps 9 ปีที่แล้ว +2

    Oddworld t-shirt :D

  • @hassanzekkouri
    @hassanzekkouri 6 ปีที่แล้ว

    SDL! I am going pro!

  • @dgfytb
    @dgfytb 9 ปีที่แล้ว

    good

  • @carriagereturned3974
    @carriagereturned3974 ปีที่แล้ว +1

    openGL is not that hard, you can understand how it works in 1 day. Remember what he said, if you want full power - use openGL.

  • @j.j.oliphant9794
    @j.j.oliphant9794 2 หลายเดือนก่อน

    The only thing in this video that didn’t age well is when he said you should use Google plus instead of Facebook lol

  • @muricanmtg4039
    @muricanmtg4039 4 ปีที่แล้ว +2

    When the guy who ports stuff to Linux uses Mac.

    • @JkyLi
      @JkyLi 3 ปีที่แล้ว +1

      Actually a surprising amount of Linux developer use Mac, just because there isn't any laptop better than Mac, considering the machine as a whole, a stunning monitor, great aluminium shell, slim and light, no noisy fan. Other machines may better than Mac at some aspects, but the overall package of Mac is still very attractive, especially after the M1 release, Mac somehow becomes more cost efficient. Since macOS is kind of unix, many Linux stuff can compile and run there. And there is always an option to VM a linux inside a mac.
      But that is the laptop world, I doubt that Linux developer would use Mac as their desktop.

  • @ethanviolet1
    @ethanviolet1 5 ปีที่แล้ว

    Says not going to show code, 12:30 lol

  • @someoneyoudontknow106
    @someoneyoudontknow106 8 ปีที่แล้ว

    anyone thinking about zipit z2?

  • @beatdown_kai1534
    @beatdown_kai1534 6 ปีที่แล้ว

    awesome presenter

  • @someoneyoudontknow106
    @someoneyoudontknow106 8 ปีที่แล้ว +4

    c for the win , am I right? :-D

  • @lennyhome
    @lennyhome 10 ปีที่แล้ว +4

    Android support is not good. It just very barely works.

    • @leonardoguilherme4982
      @leonardoguilherme4982 10 ปีที่แล้ว

      Why you say so? I've successfully built and run all of my code on Android.

    • @lennyhome
      @lennyhome 10 ปีที่แล้ว

      Doesn't respect the "activity lifecycle", doesn't allow multiple instances, leaks resources, the main activity name can not be changed, so that per android spec you can't install more than one SDL-based app per device and several other things. But it compiles and kinda runs something, yes.

    • @leonardoguilherme4982
      @leonardoguilherme4982 10 ปีที่แล้ว +1

      lennyhome Well I can't say anything about it respecting lifecycle, never tested that myself. Regarding multiple instances, I don't know any android app that has multiple instances of itself, so I guess thats not SDL fault.
      You *can* change avtivity name, it is very easy and SDL's README has instructions on how to do so. I've done it myself.
      I dare say SDL's android support more than "just very barely works". It is a viable solution. And we stay on the same API, which is the brightest side of all this.

    • @lennyhome
      @lennyhome 10 ปีที่แล้ว +4

      You're right about changing the activity name and one can live without support for multiple instances. Maybe the biggest issue I have is the size of the bare library, about 1.5 Mb, which isn't even that much. Maybe it's the oddities of the NDK environment and knowing there's some JNI code somewhere. Maybe it's just me. I take my initial comment back. SDL does work on Android.

    • @lennyhome
      @lennyhome 10 ปีที่แล้ว +1

      What I mean to say is that maybe the overall shitty feeling I get while working on an SDL/Android based little project of mine doesn't come from SDL.

  • @seditt5146
    @seditt5146 5 ปีที่แล้ว +2

    Now if only they would get away from the hell that is carrying around 20 different SDL .DLLs for every extension you want to do. I love SDL but hate the implementation. It started having to have SDL2.dll which was annoying enough but then you need SDLimage, SDLaudio SDL this SDL that etc...etc... Its a pain in the ass.

    • @seditt5146
      @seditt5146 5 ปีที่แล้ว +1

      3 months later and writing another project in SDL2 and I still share this same sentiment if not more so. Let us statically link SDL, damn is that so hard to do?

  • @davidrose1793
    @davidrose1793 10 ปีที่แล้ว

    sounds like david cross

  • @AaBb-fb8yz
    @AaBb-fb8yz 3 ปีที่แล้ว +2

    I found Jesus!!!

  • @MaddTheSane
    @MaddTheSane 10 ปีที่แล้ว

    Ahh, Executor. How I wish you would run on OS X :(

    • @MaddTheSane
      @MaddTheSane 9 ปีที่แล้ว +1

      ***** Executor ran pre-OS X software, so getting an Intel Mac wouldn't help any. I was mainly complaining that Executor couldn't be compiled on modern versions of OS X. Even if it could, it doesn't take advantage of resource forks on OS X.
      In fact, Executor ran pre-PowerPC apps! It is an *old* piece of software.
      And yes, I have an Intel Mac.

  • @1DestroyerGames1
    @1DestroyerGames1 10 ปีที่แล้ว

    I would use this if I did not have so much trouble linking libs in the compiler.

    • @RockGodFuck
      @RockGodFuck 10 ปีที่แล้ว +4

      Than you should learn how to use your compiler, not really an issue on the sdl side.

    • @1DestroyerGames1
      @1DestroyerGames1 10 ปีที่แล้ว +2

      Tagæyan I know, I did manage to get SDL linked today, so not really much of a problem anymore, well everything but SDL_mixer, but I think if I make any apps in the future I will use OpenAL or something along those lines.

    • @nowayjosedaniel
      @nowayjosedaniel 10 ปีที่แล้ว +3

      Tagæyan
      Actually, some of these libraries (even for seasoned programmers) are annoying and fumbling just to link them. That isn't the fault of the user, seeing as how other libraries do NOT have this annoyance or frustration.
      It's less about his compiler, and more about the crappiness of some resources.
      You can try to blame the user all you want. In the end, they cannot be blamed if the competition doesn't have those same problems. Which they don't. Every library is different, and some are extremely easy to link.

    • @RockGodFuck
      @RockGodFuck 10 ปีที่แล้ว +2

      Carter Gabriel lol no, if you have problems linking a library which is tested to work it's your fault. SDL and SDL 2 are tested libraries and if you have problems linking them, well than better learn your linker. End of story.

    • @nowayjosedaniel
      @nowayjosedaniel 10 ปีที่แล้ว +2

      Tagæyan
      Another pompous know-it-all who is simply full of shit.
      I've linked SDL several times before, and it is irrelevant if they are "tested libraries" or not. Every compiler is different. You also act as if you've tested every version of SDL on every possible compiler. Like I said, you're full of shit. You probably have never tested SDL on anything but your chosen compiler and your chosen operating system.
      It is easy to link in some compilers, not so easy in others, and different versions of SDL have had different problems. Ignoring different operating systems is just stupidity as well. Once more, you're full of shit.
      Yet there are other libraries besides SDL which are easy to link in ALL compilers. There are also libraries which are harder to link, such as Cocos2D-x, for sure.
      Enjoy your ivory tower, but in reality- every library is different, and SDL is not the easiest to link... even if it is easy to link for the most part.

  • @breakerboy365
    @breakerboy365 7 ปีที่แล้ว

    i think they misspelled occulus