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As with most SDL usage, it merely provides a rendering context and an input abstraction. That's almost nothing, its boilerplate you don't want to write. Which
by nickelpro 3y ago
As with most SDL usage, it merely provides a rendering context and an input abstraction.
That's almost nothing, its boilerplate you don't want to write. Which particular lib you grab that boilerplate from, SDL, GLFW, fucking GLEW, whatever, it doesn't matter. SDL is a widely accepted library for doing so and it's fine. If you want more complete input handling you'll be using the platform APIs directly.
- gabereiser 3y agoAnd surfaces, and audio… yeah I know. For tinkering and learning, sure. If you’re going to build an engine, pull that boilerplate code within.
- nickelpro 3y agoMany, arguably most, custom game engines never internalize that boilerplate. Most engine codebases are much smaller and more specialized than the AAA players, and gain nothing from splitting their build into platform-specific layers when they could just link SDL.