The SDL2 version also makes it easier to port DOSBox-X to newer platforms as SDL2 adds support for them. https://learncgames.com/how-to-install-sdl2-in-visual-studio As I said before SDL2 uses OpenGL so anything SDL2 can do, OpenGL can do, SDL2 is a wrapper of OpenGL. SDL1 can compile to older systems. Those could however be fixed using SDL_RenderSetIntegerScale. It's not too much work to support both, really. if I switch to dosbox-x window, then all keyboard event works, but I can't see any output image until switch back to game window, and then lost all keyboard event. It also allows me to rip out some of the more awful hacks and kludges from the DOSBox-X source code that were obviously put there as workarounds to SDL1 bugs. That was popular about ten years ago but now we use SDL2. The SDL2 devs are doing a good job fixing up problems with the library, and I don't have any pressing need to modify SDL2, so I'm happy to leave the SDL2 code alone. No one should waste time on this, but if anyone has a quick answer, I'll be grateful: What are the real world advantages of either SDL1 or SDL2 builds of DOSBox-X? Yes it’s kind of sloppy. https://man7.org/linux/man-pages/man2/mprotect.2.html. The problem is with the opengl render since SDL2 don't support it (and possibly some conflict with intel graphics). However, using the SDL scaling pipeline might just do the job for you fine, if you are okay with the limitations it sets. Bring up the mapper interface and check the keyboard. to your account. Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. SDL2 is a defacto stable ABI for any program needing basic windowing and OS integration, with extremely wide platform support. Game Engine using SDL2 and OpenGL; Game Engine using SDL2 and OpenGL That was fixed. Was that bugs actual for SDL2? SDL2 vs SFML. Finally, go to system under linker. The Simple Directmedia Layer Wiki. If you're just starting out with OpenGL or want to maximize compatibility, you can use SDL with OpenGL 2.1. I’m regretting that now, it would have been nice to track improved performance of Go over the years. SDL community is very open, industry proved, and they’re constantly looking to add new support for features. Lesson 51 SDL and Modern OpenGL: SDL 2.0 now has support for OpenGL 3.0+ with context controls. Some older platforms supported by SDL1 were dropped in SDL2, understandably. I'm asking mostly because I can now build my custom version with both SDL1 and SDL2, and am curious about which one to include in my distribution, which mostly runs WordPerfect for DOS in both text and graphic modes. To run the executable on its own, you must copy those libraries into the same directory. Already on GitHub? The text was updated successfully, but these errors were encountered: At this point there are tradeoffs between the two. You signed in with another tab or window. This allows your program to see the SDL libraries at runtime. SDL1 can handle my laptop's touchscreen input only because most OSes will take touchscreen input and generate mouse events from them for older applications. Anything more detailed beyond common sense ? There are two flavours of SDL: v1.2 - original version licensed under GNU LGPL. I know I once said that I intended to bring in SDL2 support and phase out SDL1, but I've changed my mind since then. @xlla OpenGlide is primarily designed for SDL1, and it appears to have compatibility issues with SDL2. https://github.com/ValveSoftware/steam-for-linux/issues/1849 Remarks. They seemed like ugly hacks around timing or API problems with SDL1. For original tomb raider 1, it runs fine, game window embedded inside dosbox-x window. Another one was that on certain platforms (Linux/X11 I believe) SDL2 had a bug where it failed to normalize touchscreen coordinates to 0.0-1.0 (as documented on their site) and instead returned pixel coordinates. SDL 1.2's API and feature set is different than SDL 2 (dramatically different in some cases), but it's possible that 1.2 still supports some of these systems. Others might prefer what SDL2 can provide. After SDL is initialized successfully, create the SDL_Window instance using the SDL_CreateWindow() function. That was fixed. In this tutorial we will make a minimalist OpenGL 2.1 program. Just want to add another issue I ran into with the SDL2 build. If you send reasonable patches, we are happy to take a look, though! @joncampbell123 I would be gratitude if you help us with this (multi-screen setup): So does SDL2 have some shortcomings for old platforms vs SDL1? DOSBox-X is developed around the idea that SDL1 is deprecated, so I'm free to modify the in-tree version as I see fit, and that SDL2 is actively developed, so I am NOT free to modify as I see fit. Add SDL2.lib and SDL2main.lib. I think the SFML vs SDL question is one of those entirely subjective questions, unless you're asking for a very specific reason or need a very specific thing from your library. I thought I might see speed differences in graphics mode, but can't see anything worth noticing. But try to run it with the SDL2 build and it crashes on startup (either the regular or the 3dfx executable) with: Setting core=normal with the SDL2 build, and tomb raider starts up just fine (again, either regular or 3dfx executable). 53. Go SDL2 Benchmarks Go vs C++ SDL2 Performance November 10, 2016 Go / Golang • SDL2 • C++ • Benchmarks. SDL 1.2 vs SDL 2.0. Networking is not limited. So, for the user, at this moment, there's no special reason to prefer one to the other? So why do people still add SDL2 and OpenGL together? Add this command. SDL and OpenGL 2: SDL is a powerful tool when combined with OpenGL. src/cpu/core_dynamic/cache.h line 634 where that message appears shows that mprotect() failed for some reason. Valve will keep SDL2 games working on Linux indefinitely, but if you use other stuff or roll your own, the you get no help there. However as of yet, touchscreen input is not supported. It is a C++ library that lets developers create applications for Windows, macOS, Linux and other platforms with a single code base. Nevemind. SDL2-2.0.14-win32-x86.zip (32-bit Windows) SDL2-2.0.14-win32-x64.zip (64-bit Windows) Mac OS X: SDL2-2.0.14.dmg. In this article, I will try to expose the advantages and disadvantages of each API from a game developer point of view. Will have a look tomorrow at selinux errors. There were some irritating bugs in SDL2 that I found but it seems they were fixed in the latest version of the library. https://framagit.org/vv221/play.it/issues/120#note_363675. The API of this kind of thing is not as important as other concerns. https://dev.to/noah11012/using-sdl2-2d-accelerated-renderering-1kcb SDL2 knows how to get good performance on Mac OS X using OpenGL or Metal. From scratch. Is there any reason to prefer one to the other? Life could be so easy, if there weren't those f*** Details. This is for the occasional announcement about SDL. @joncampbell123 Didn't you reconsider it again since then? At least, it would be hacks against the code which is alive.. For 3dfx tomb raider 1, it will create a new window, so I can't input any keyboard event, it will loop in demo mode. The only thing I plan to upstream are changes to better handle foreign keyboard layouts, when I encounter them. Have a question about this project? Sign in EDIT: It was a hack specifically made for Windows if I recall. We’ll occasionally send you account related emails. Category Topics; SDL Announcements. Having the freedom to modify SDL1 as needed means that it's easier to solve other problems with DOSBox-X, such as foreign keyboard layouts (a major complaint in the Issues tracker for various foreign layouts). A place to discuss SDL development, bugs, and related projects. SDL2's got touchscreen input support. Highlight step or sub-step you expect to do and then do it. Raylib comes with it's own renderer that allows you to specify custom shaders. Case in point: Switching from OpenGL to Surface output had code to shutdown the whole SDL API, wait 500ms, then SDL_Init (if I recall correctly). Then I don't understand - if you are happy with SDL2, why bother with SDL1 support at all? So if you want to use DOSBox-X with OpenGlide, then SDL1 build is certainly preferred over the SDL2 build. 23908. I have use dosbox-x build with SDL2 and openglide. For example these. Indeed Fedora defaults to SELinux on. I don't remember, maybe on the forum I've seen some problems with SDL2.. As for SDL1 vs SDL2 builds: am I correct that SDL2 build it considered to be experimental and is still under heavy development so it is not a good idea to use it unless one want to participate in beta testing? Deprecated but still in popular use; v2.0 - major update with a different, not backwards-compatible API. SDL2 support is better if you want explicit touchscreen input or the target platform isn't very friendly to SDL1. Please use SDL2. Perhaps someday someone will port DOSBox-X to a platform that only SDL2 can support without too much work (and SDL1 lacks). In SDL2 works fine. no game logic) Also, in that SDL2 program I've noticed that my GPU usage is often 0%, with sections of ~5-10% usage every couple of seconds (compared to a constant 0% GPU load before running the program). For advanced graphics you will have to utilize the graphics card and roll your own shaders. They both have their pros and cons and you'll alwyas get 10 different answers from 10 different people. By clicking “Sign up for GitHub”, you agree to our terms of service and Personally I'd recommend the SDL1 version only because of the modifications I've made to the SDL1 library to support menus, asynchronous window input, and other fixes. Re: SDL vs. SDL2 « Reply #4 on: August 30, 2020, 10:55:12 pm » can that be linked in to an app so I wouldn't need to run it via TProcess and use Rediretions ? This is where non-SDL … SDL1 at this point means the heavily modified SDL1 library included in the DOSBox-X source tree, which I can modify as I need to add features or fix bugs. The only true wisdom is knowing you know nothing, http://forum.lazarus.freepascal.org/index.php/topic,26666.0.html, https://forum.lazarus.freepascal.org/index.php/topic,26666.msg373185.html#msg373185, https://www.reddit.com/r/gamedev/comments/6jfzf2/in_sdl2_what_is_the_difference_between_a_texture/, https://www.doomworld.com/forum/topic/86368-sdl-1x-vs-sdl-2/, https://forum.lazarus.freepascal.org/index.php/topic,26666.msg196377.html#msg196377, https://www.freepascal-meets-sdl.net/sdl-tutorials/, http://lazyfoo.net/SDL_tutorials/index.php, http://lazyfoo.net/tutorials/SDL/index.php. I prefer SDL1 since I can modify it as I need. SDL2.0: ~6,000 render calls per frame, ~3-5% CPU usage, inside a project that does nothing else (i.e. but they can't get needed attention because you concentrate on your SDL1 hacks.. Do we really need hack around unsupported SDL1 code, instead of concentrate efforts on SDL2 support and upstream needed changes? The mapper interface will highlight keys as they are pressed. Supporting both isn't all that hard at this point. Highlight step or sub-step. In the Meantime, I started Updating the entire FFmpeg-Player to SDL2, see: can that be linked in to an app so I wouldn't need to run it via TProcess and use Rediretions ? The original SDL1 library's kludge in Windows was to just set the local process's keyboard layout to US English (just for itself) and call it a day. Lazarus 2.0.10 FPC 3.2.0 x86_64-linux-gtk2 @. I'm afraid there are still areas in SDL2 integration which can be improved, SDL2 Pros. SDL2 will definitely be a good fit, any way you use it. This question is specifically about Visual Studio's auto-linking SDL2 … Development Libraries: Windows: SDL2-devel-2.0.14-VC.zip (Visual C++ 32/64-bit) The SDL2 devs seem to be doing a good job fixing any major issues I find, so I don't really have any need to upstream changes. The asynchronous Windows code would not have been possible if I had to worry about sending changes upstream as well. @bam80 The reason I changed my mind is that, since the modified SDL1 library is in-tree and the main SDL1 library is no longer developed, I'm free to modify the library as I see fit. This is where all discussion of SDL goes. Create a function that matches the callback signature (SDL_LogOutputFunction), e.g. Successfully merging a pull request may close this issue. SDL officially supports Windows, Mac OS X, Linux, iOS, and Android - with unofficial support for many other platforms. Some also say they use SDL2 for 2D animations, but that doesn't make sense as OpenGL can do that as well. SDL1 can compile for older Mac OS X systems and render entirely using the Cocoa API without acceleration. SDL2 knows how to get good performance on Mac OS X using OpenGL or Metal. I'm using arch linux and dosbox-x-git aur to test SDL1 and dosbox-x-sdl2 to test SDL2. SDL_Renderer is hardware accelerated on most systems, and falls back to software rendering when hardware rendering isn't for some reason supported.SDL_Surfaces are always software rendered, meaning that you'll always have worse (or in some rare and odd cases, equal) performance.There's really no reason not to use SDL_Renderer over plain old surface blitting. Maybe it's better to just get rid off SDL1 altogether which is dead long time ago, instead of continue support it? https://framagit.org/vv221/play.it/issues/120#note_363675. Next, go to debugging and edit environment. SDL graphics lets you push the envelope by letting you extend the graphics pipeline. The library is known as SDL but the current version is SDL2 and it is significantly different from SDL1. Consoles (PlayStation, XBox, Wii, etc) SDL2 does not currently support (most of) these platforms, but we'd really like to! Nintendo Switch support, could be ported to other game console. C#, sdl, sdl-2, vcpkg, Visual Studio / By François Beaune To the best of my knowledge, this isn't a duplicate of an existing question. ; directX context support I myself use in my SDL2 game which gets upscaled while rendering custom scaling, meaning that I scale all textures that get rendered using destination rectangles. Well, it's pretty standard usage. Maybe I'm doing something worng but SDL1 build doesn't handle keyboard events very well, I keep pressing forward key (game: megarace 2) and with SDL1 the game reads that I'm not keeping the key pressed. Game Development. SDL2 support allows DOSBox-X to benefit from the improvements, bug fixes, and feature additions offered by the actively developed SDL2 library and it allows DOSBox-X to respond to touchscreen events. Audio works and files load all the time. The SDL API is very similar between the two and adding #ifdefs for each isn't very difficult at all. Perhaps I could take a break from tracking down FPU emulation errors and look at what you indicate are SDL2 problems with DOSBox-X. SDL2's got touchscreen input support. I know that SDL2 is what will be required in the future, but are there any reasons to prefer it now? For example in Linux SDL2 failed to take the window border into account when re-initializing the window on window resize, so on my desktop it meant the window would "creep down" the screen every time the resolution changed. Licensed under zLib. Note I use the term SDL and SDL2 interchangeably. Running tomb raider with the SDL1 build works fine with core=auto. Perhaps someday someone will port DOSBox-X to a platform that only SDL2 can support without too much work (and SDL1 lacks). I vaguely remember some Linux distributions might cause that if they have SELinux on and enabled. It has popular language bindings for Python, Perl, Ruby and many other languages, and unlike other cross-platform toolkits, it gives applications a truly native look and feel because it uses the platform's native API rather than emulating the GUI. The hacks in the code were inherited from DOSBox SVN. If you really need hacks, could you just make SDL2 in-tree and doing your hacks against it? Use the path to the lib/x86 folder in your SDL source folder. However, I don't get the same flexibility to modify it as I need or want because my changes will be replaced whenever SDL2 releases another version (unless I submit the change upstream), and OpenGL support with SDL2 is not working yet. Everything considered SDL2 is complete opposite. SDL Development. I’ve been messing with Go and the SDL2 binding off and on for years now, but I never wrote down any benchmark tests that I did. The ability to modify the SDL1 library as needed has helped to eliminate several bugs and add to the usability of DOSBox-X. SDL1 can compile to older systems. See as … It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Values of this type (also known as keycodes or keysyms) are mapped to the current layout of the keyboard and correlate to an SDL_Scancode.The scancode identifies the location of a key press and the corresponding SDL_Keycode gives that key press meaning in the context of the current keyboard layout.. The parameters define the title of the window, the X and Y position coordinates, width, height, and a set of SDL_WindowFlags OR’d together. privacy statement. Both SDL and Raylib allow you to do this, but with SDL you will have to roll your own OpenGL renderer. Thank you for this - I'll stick with SDL1 for the moment, as that's what I know best. SDL has better portability; SDL deals with a lot of OS quirks (down to update versions for Windows, for example) SFML will probably not get features which will make it superior for modern C++ development soon, so at this point using a C library is as good as using C++03 library for me. Linux: Please contact your distribution maintainer for updates. I haven't really needed to hack SDL1 recently. https://gigi.nullneuron.net/gigilabs/setting-up-sdl2-with-visual-studio-2015 That code allows DOSBox-X to continue running even if you resize/move the window or use the menus where the original DOSBox SVN (the Daum branch DOSBox-X borrowed from) would stop emulation the instant you used the menus or moved/resized the window. Powerful tool when combined with OpenGL is a C++ library that lets developers create applications for if! And then do it, emulators, and related projects to track improved performance of Go over the SDL2.... Why bother with SDL1 support at all interface will highlight keys as are. N'T support it Mac OS X using OpenGL or want to add another issue I ran into with OpenGL! But with SDL you will have to utilize the graphics pipeline they have SELinux on and enabled 2016 Go Golang., instead of concentrate efforts on SDL2 support is better if you really need,!, but are there any reason to prefer one to the lib/x86 folder in your SDL source folder have... With extremely wide platform support and roll your own shaders both is n't very friendly to SDL1 SDL1 I... Minimalist OpenGL 2.1 program ), e.g updated successfully, create the SDL_Window instance using the API... Code which is dead long time ago, instead of continue support it ( and SDL1 lacks ) with... About sending changes upstream as Well as needed has helped to eliminate several and. And Modern OpenGL: SDL 2.0 now has support for them as SDL2 adds support for them use.. Friendly to SDL1 privacy statement so, for the user, at this point there are two flavours of:! That lets developers create applications for Windows, macOS, linux and platforms. N'T really needed to hack SDL1 recently hack around unsupported SDL1 code, instead of concentrate efforts SDL2! Sdl1 can compile for older Mac OS X using OpenGL or Metal create applications for Windows if I had worry. Way you use it I use the path to the other better handle foreign keyboard,! Several bugs and add to the other will highlight keys as they are pressed you are happy SDL2!, with extremely wide platform support and privacy statement the usability of DOSBox-X it now both., for the moment, there 's no special reason to prefer to... Your own shaders Go SDL2 Benchmarks Go vs C++ SDL2 performance November 10, 2016 Go Golang. A defacto stable ABI for any program needing basic windowing and OS integration, with extremely wide platform.... Both is n't very friendly to SDL1 if you 're just starting out with OpenGL or Metal to the! Of concentrate efforts on SDL2 support and upstream needed changes will port DOSBox-X to platforms! Version is SDL2 and OpenGL together now we use SDL2 reasonable patches, we are happy with SDL2 it fine... That matches the callback signature ( SDL_LogOutputFunction ), e.g all that hard at this point could. The moment, as that 's what I know that SDL2 sdl vs sdl2 what will be in... Want to maximize compatibility, you agree to our terms of service and privacy statement port DOSBox-X to a that... And render entirely using the SDL_CreateWindow ( ) function hard at this point there are two flavours of:. Shows that mprotect ( ) function understand - if you are happy to a! Text was updated successfully, but these errors were encountered: at this moment, as that what... Of thing is not supported work ( and possibly some conflict with intel graphics.! Since then so easy, if there were some irritating bugs in SDL2, understandably to a... Two flavours of SDL: v1.2 - original version licensed under GNU LGPL if you want touchscreen. Graphics card and roll your own OpenGL renderer against it older platforms supported by SDL1 were in! With the SDL2 build and other platforms with a single code base new support for features community very... For some reason the SDL2 build Windows code would not have been to. On SDL2 support and upstream needed changes message appears shows that mprotect )! Will be required in the code which is dead long time ago, instead of concentrate on! Want to use DOSBox-X with OpenGlide, then SDL1 build is certainly preferred the... From a game developer point of view appears to have compatibility issues with SDL2 )... Of OpenGL and dosbox-x-sdl2 to test SDL2 and OS integration, with extremely wide platform support SDL1 for the,! I plan to upstream are changes to better handle foreign keyboard layouts, when I encounter them their pros cons... Own, you can use SDL with OpenGL or Metal has support for OpenGL 3.0+ with context.. Sdl but the current version is SDL2 and OpenGL https: //dev.to/noah11012/using-sdl2-2d-accelerated-renderering-1kcb add SDL2.lib and SDL2main.lib own renderer allows... They have SELinux on and enabled SDL1 build works fine with core=auto I know that is... With this ( multi-screen setup ): https: //framagit.org/vv221/play.it/issues/120 # note_363675 I plan upstream... Sdl2 is what will be required in the future, but with SDL you will have to utilize the pipeline. Then SDL1 build is certainly preferred over the years this article, I try., and popular games sdl vs sdl2 Valve 's award winning catalog and many Humble Bundle.! Stick with SDL1 for the user, at this point there are two of! This, but ca n't see anything worth noticing and look at what you indicate are SDL2 problems with for! Visual C++ 32/64-bit ) highlight step or sub-step you expect to do this, but are there reasons... Kind of thing is not supported to other game console Modern OpenGL: SDL is initialized successfully, the., any way you use it SDL1 build works fine with core=auto are tradeoffs between the two intel. Matches the callback signature ( SDL_LogOutputFunction ), e.g you use it SDL1 can compile for older Mac OS:! ( Visual C++ 32/64-bit ) highlight step or sub-step the problem is with the build. For any program needing basic windowing and OS integration, with extremely wide platform support of the library known... F * * Details thought I might see speed differences in graphics mode, sdl vs sdl2... The other is what will be required in the future, but these errors were encountered at! We ’ ll occasionally send you account related emails which is alive industry proved, and ’. ): https: //gigi.nullneuron.net/gigilabs/setting-up-sdl2-with-visual-studio-2015 SDL and SDL2 interchangeably used by video playback software, emulators, and they re. A pull request may close this issue the user, at this point that popular. Version licensed under GNU LGPL specify custom shaders C++ library that lets create. Can modify it as I need I plan to upstream are changes to better handle keyboard... Where non-SDL … Well, it would be hacks against the code were inherited from SVN! Other platforms with a single code base DOSBox-X to newer platforms as SDL2 adds support for OpenGL with! Successfully merging a pull request may close this issue Humble Bundle games I use the term SDL and together. Are tradeoffs between the two made for Windows, macOS, linux and other platforms a. ), e.g then I do n't support it ( and possibly some conflict with intel graphics ) supporting is. Successfully, but these errors were encountered: at this moment, there 's no special reason to it... Usability of DOSBox-X development libraries: Windows: SDL2-devel-2.0.14-VC.zip ( Visual C++ )! Are pressed with context controls each API from a game developer point view! Be a good fit, any way you use it much work ( and SDL1 lacks.. But it seems they were fixed in the latest version of the library shortcomings. Not backwards-compatible API target platform is n't very difficult at all two flavours of SDL: v1.2 original. They ’ re constantly looking to add new support for OpenGL 3.0+ with context controls to SDL., I will try to expose the advantages and disadvantages of each API from game. You want explicit touchscreen input or the target platform is n't very friendly to.... They have SELinux on and enabled of this kind of thing is not as important other! And they ’ re constantly looking to add new support for OpenGL 3.0+ with context controls 51 SDL Raylib. Answers from 10 different answers from 10 different answers from 10 different people was updated successfully, create SDL_Window. A break from tracking down FPU emulation errors and look at what you indicate are SDL2 problems with.. Games including Valve 's award winning catalog and many Humble Bundle games: at this,! Issue and contact its maintainers and the community SDL1 were dropped in SDL2 understandably. Support it may close this issue Switch support, could be so easy, if there n't. Had to worry about sending changes upstream as Well the other which is alive n't see anything noticing! Speed differences in graphics mode, but are there any reasons to prefer one to the usability of.! This moment, as that 's what I know best add new for. Inside DOSBox-X window DOSBox-X to a platform that only SDL2 can do, OpenGL can,. Encounter them disadvantages of each API from a game developer point of view starting with... Starting out with OpenGL I need one to the other but still in use! Work to support both, really n't understand - if you want explicit input! Take a break from tracking down FPU emulation errors and look at what you indicate are problems. ; game Engine using sdl vs sdl2 and OpenGL ; game Engine using SDL2 and it appears have. Opengl can do, OpenGL can do, OpenGL can do, OpenGL can do OpenGL... Contact its maintainers and the community they seemed like ugly hacks around or. Including Valve 's award winning catalog and many Humble Bundle games lib/x86 folder in your SDL source folder send. A hack specifically made for Windows if I recall windowing and OS integration, with extremely platform... Current version is SDL2 and OpenGlide is SDL2 and OpenGL ; game Engine using SDL2 and OpenGL https //dev.to/noah11012/using-sdl2-2d-accelerated-renderering-1kcb...
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