German Translation

Tim Jones    |     August 27th, 2012    |     0 comments
We now have a German translation of "SDL Tutorial Basics" thanks to Nicolas. You'll find flag icons at the top of the page to switch which Language you are reading. Thanks!

Or click here: German Version of SDL Tutorial Basics
Announcements

Spring Contest 2012 Winner

Tim Jones    |     May 16th, 2012    |     12 comments
And the winner for the Spring Contest 2012 is...
Contests

Spring Contest 2012 Poll

Tim Jones    |     May 7th, 2012    |     16 comments
It's that time now to pick the best game. Remember not to only look at game play, but also the source code.
Contests

Spring Contest 2012

Tim Jones    |     April 10th, 2012    |     11 comments
It's that time again boys and girls. This time I decided to do something a bit different. Instead of trying to clone a specific game or develop a game for a specific genre, I will give you a theme and everyone can choose what sort of game to create based off of that theme (thanks Aaru for the idea). The time frame for this contest is much shorter than previous contests. Better get crackin'. Rules past the break.
Contests

SDL 1.2.15

Tim Jones    |     January 23rd, 2012    |     5 comments
Some updates to SDL came out last week. Official announcements past the break.
SDL Announcements
Announcements

First Foray into SDL/OpenGL

Stephen Jones    |     December 16th, 2011    |     1 comment
OpenGL handles the drawing of models in a window but it does not provide the window, or handle events; that is why SDL is required. The prime purpose of this tutorial is to set up the SDL window and events mechanism. It also sets up the OpenGL environment that uses the window, the game loop, and a rotating cube.
C#
Mono
Tao

Huh? My Pong clone uses 100% CPU and is still slow?

Jonny D    |     November 9th, 2011    |     10 comments
Your program is being a CPU hog! In some cases, this situation can actually make your program run slowly! Your code needs to give some time back to the OS (i.e. delay or sleep). Use SDL_Delay(Uint32), where the Uint32 is in milliseconds. As a quick fix, you can toss a SDL_Delay(1) call into your loop. That will give up some amount of time, based on the OS and the resolution of SDL_Delay(), which is somewhere around 10ms. If you need better resolution than that, you have to store the time it takes to perform SDL_Delay(1), check that against delay calls, and then burn the rest of the time in an empty loop. Here's a link to some code implementing that.
Blue Dino Code
SDL Tutorials

Setting up MonoDevelop to run Tao

Stephen Jones    |     November 7th, 2011    |     0 comments
The impetus was and still is to build a game. Originally I looked into existing game engines, but it became rapidly apparent the amount of learning required to use them effectively was hardly going to be less than starting from scratch from an OpenGL and SDL base. Furthermore, the use of shaders should be primary and understanding them crucial. I have been creating tutorials as the game engine progresses and offer them here, partly because the writing of them helps me figure stuff out, partly because I have always agreed with NEHE philosophy on matter of making information available, and partly because I have a tendency to lose stuff and if the information is online I can always repatriate it. I hope they are helpful.
C#
Mono
Tao

Game Design Center is Open

Tim Jones    |     October 20th, 2011    |     0 comments
Hey everybody, today Mike and I are launching a new website to help you all out with game design! Who is Mike? Mike is an awesome co-worker of mine that has studied game design for years, taught it, and now wants to help the internet community. Hopefully this new site will be useful resource for all your game developers out there.

You can check out more details here
Announcements
Resources

SDL App States

Tim Jones    |     October 19th, 2011    |     23 comments
In this muchly desired side tutorial we are going to look at how to implement something most commonly called Game States (or as I call them, App States). This tutorial will be based upon the code from the SDL Collision Events tutorial.

To simply explain what an app state is, try to think of your game (or application) as a parent with many child applications. In other words, your primary application can yield control to a single child when needed.
SDL Tutorials
App States
Game States
RECENT TUTORIALS

First Foray into SDL/OpenGL

OpenGL handles the drawing of models in a window but it does not provide the window, or handle events; that is why SDL is required. The prime purpose of this tutorial is to set up the SDL window and events mechanism. It also sets up the OpenGL environment that uses the window, the game loop, and a rotating cube.

Huh? My Pong clone uses 100% CPU and is still slow?

Your program is being a CPU hog! In some cases, this situation can actually make your program run slowly! Your code needs to give some time back to the OS (i.e. delay or sleep).

Setting up MonoDevelop to run Tao

A new series from Stephen Jones demonstrating how to use C#, Mono, and Tao to develop SDL / OpenGL games.