SDL Announcements

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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

SDL 2.0.2

Tim Jones    |     March 10th, 2014    |     0 comments
Official SDL Announcement

Download SDL 2.0.2
Thanks to everyone who contributed, SDL 2.0.2 is now available!

In addition to numerous bug fixes, here are the major changes since 2.0.1:
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
* Added an API to load a database of game controller mappings from a file:
    SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
* Added game controller mappings for the PS4 and OUYA controllers
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
* Added SDL_DetachThread()
* Added SDL_HasAVX() to determine if the CPU has AVX features
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
* testgl2 does not need to link with libGL anymore
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
* Added controllermap test program to visually map a game controller

* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
  the driver or emulated through ANGLE)
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.

Mac OS X:
* Fullscreen desktop mode now uses spaces for a more fluid Mac experience.
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.

* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Added experimental Wayland and Mir support, disabled by default

* Joystick support (minimum SDK version required to build SDL is now 12,
  the required runtime version remains at 10, but on such devices joystick
  support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.

SDL Announcements

Game Development with SDL 2.0

Tim Jones    |     March 7th, 2014    |     0 comments
Check out this video talking about SDL 2.0 from Steam Dev Days.

SDL Announcements
SDL Tips

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

SDL 1.3 licensing terms

Tim Jones    |     April 7th, 2011    |     7 comments
Post made by Sam on the SDL Forums: Going forward SDL 1.3 will be under licensing terms that are compatible with open source and commercial pro
SDL Announcements

Official SDL Announcment: Testimonials?

Tim Jones    |     February 14th, 2011    |     6 comments
We're working on the new Galaxy Gameworks website, showing off SDL as an awesome product. If you've used SDL and like it, could you write a quick b
SDL Announcements

SDL getting all social networky

Tim Jones    |     February 8th, 2011    |     1 comment
If you guys haven't noticed, Sam L. has had a lot more free time lately and has been updating his Facebook / Twitter accounts regularly (Twitter is ba
SDL Announcements

Presenting the GSoC "work complete" snapshot!

Tim Jones    |     September 20th, 2010    |     0 comments
Thanks to all the great work from the students in this year's Google Summer of Code, I present to you the "work complete" snapshot! http://www.libsdl
SDL Announcements

SDL_ttf 2.0.10 RELEASED!

Tim Jones    |     July 9th, 2010    |     2 comments
Official SDL announcment: Announcing the latest release of SDL_ttf! CHANGES:  * Find the Unicode or s
SDL Announcements

Welcome to GSoC 2010!

Tim Jones    |     May 1st, 2010    |     0 comments
Official SDL Announcement: We had some amazing applicants for this year's Google Summer of Code, and I would like to thank everyone who applied. I
SDL Announcements

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.