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No, on Windows, SDL will interface directly with the Windows API, not GTK or Qt. And will give you a native window, the same as if you do it by hand. Proof: ht
by partycoder 9y ago
No, on Windows, SDL will interface directly with the Windows API, not GTK or Qt. And will give you a native window, the same as if you do it by hand.
Proof: http://hg.libsdl.org/SDL/file/35da714ed287/src/core/windows http://hg.libsdl.org/SDL/file/35da714ed287/src/core/windows
If you don't like SDL that is your opinion or choice, but don't come here presenting false facts to influence other people into having your same preferences (e.g: over half of what you said was technically incorrect and not true). You should really do 1 minute of research before making ill-intentioned accusations like these.
Strictly speaking, SDL does all the Windows API boilerplate for you. And also does it on macOS, and on Linux with no substantial cost since SDL itself is very lightweight.
It also does more stuff for you, like loading fonts, images, sounds, etc... and again, in a crossplatform manner.
All of this was provided to the community as open source, for free. Sam Lantinga is a hero.
If you don't like a specific part of SDL or whatever project, find an alternative project, submit a bug report, submit a fix, or fork it. That benefits everyone. That's how open source works.
- cturner 9y agoI introduced Qt because it is an example of a high-quality, full-system framework that you can chose to live in. I did not mean to imply that SDL used Qt, but I can see how it reads that way. When I was following Handmade Hero, some of the fanbase were maintaining a linux version of the project in SDL, and moving them forward at the same pace as Casey's project. > It also does more stuff for you, like loading > fonts, images, sounds, etc... and again, in > a crossplatform manner. I found it to be awkward for audio. When you pick a library, it can steer the direction of your software. You can end up having to do things the library-way instead of the you-way. As a general rule, the more the library does for you, the more likely this is to happen. This is going back a bit, but I remember SDL media having background threads. If you let SDL draw you into a multithreaded approach, you would lose tuning options you might need later, because you would not be able to reason cache behaviour. > If you don't like a specific part of SDL or > whatever project, find an alternative project Through your forceful words, here and elsewhere, I get the impression that you think that this is the "one true approach". But I think there is a respectable alternative: suck up the native-integration cost in order to forgo the dependency cost. Bedrock against the system where it is non-horrific to do so, in order to own your codebase. I don't think a hacker should have to apologise for choosing that approach.
- partycoder 9y agoI respect if you wish to develop at a lower level, or use target only a specific platform. And I understand if you ran into issues with an open source library. I personally ran into multi-monitor issues with SFML in the past. Maybe it has been fixed now. But a different thing is to ask others to not use a project. Think that SDL is non-profit, ran by volunteer work mostly. In the past, cross-platform game development has been the target of many FUD campaigns so the tone is mostly out of frustration at this point. Then one point I didn't mention was licensing. Some open source projects may have licenses that are incompatible with a proprietary license. I think this was the case of SDL 1.x but SDL 2.0 uses the zlib license which is pretty compatible.
- dkersten 9y agoI haven't used SDL for audio in many years, but most games nowadays use FMOD or Wwise and not platform native audio API's and they work just as well with SDL (or GLFW or whatever) as without. Both FMOD and Wwise offer a free version[1]. Note also, in case you're not already aware, that SDL 2 is quite a different beast than SDL 1.x and is much improved in many ways, although I can't speak for addon libraries (I don't know what SDL media is like, for example). [1] The free version of Wwise has a limit of 500 sounds and your budget must be under $150K; while FMOD is free as long as your budget under $500k and you can only publish one game a year under this license -- either way, both are financially accessible to Indies and both are free during evaluation/development.