Taggidy tag tag

SDL 2.0 Texture Bank

Tim Jones    |     March 18th, 2014    |     14 comments
The 2nd part of revamping code to SDL 2.0 is up on GitHub. It focuses around loading and rendering textures, along with a few other useful classes (I've gone beyond what I did in the past with the SDL 1.2 tutorials). You can see a simple outline below:

Texture Class
Wrapper class for SDL_Textures. Makes it easier to load and render textures.

Texture Bank Class
Helps manage multiple textures, and auto-loads textures.

File Manager Class
Utility class for saving and loading files, listing files inside of a directory, and a few other useful methods.

Stringify Class
Small utility class useful for converting to and from strings.

You can find the code here:

A serious question for everyone out there. I've been debating making multiple repos for each possible tutorial, or making one master repo with all my code (which would essentially make up an SDL game engine), and then making tutorials later based off of that one repo. Please let me know in the comments below if you would prefer one repo or multiple repos. My fear is that repos will become out of sync as code is updated, and that some people will not realize other repos exist. Thanks!

SDL 2.0.3

Tim Jones    |     March 17th, 2014    |     0 comments
Official SDL Announcement
This is a minor bugfix release to take care of creating an OpenGL context on Mac OS X 10.6:

SDL Announcements

GitHub and SDL 2.0

Tim Jones    |     March 11th, 2014    |     1 comment
I have begun the process of coding new tutorials for SDL 2.0. I am first going to code the new tutorial series and sync to GitHub here:

This will allow me to get the code out fairly quickly and allow a majority of the readers to benefit from the new code. Comments, forks, and the like are welcome as the new tutorial serious is put together.

The actual tutorial that explains the code will come at a later date. Also, please note that these tutorials are going to be new and independent of the old SDL 1.2 tutorials. However, the goal of demonstrating how to create games is still going to be the focus.

Have fun!
SDL Tutorials

German Translation

Tim Jones    |     August 27th, 2012    |     3 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

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

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

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.