[SDL] speedier sprites
kylotan at kylotan.eidosnet.co.uk
Thu Mar 13 11:33:01 PST 2003
Anatoly R. wrote:
> I wasn't working on anything SDL related in couple of monthes, but as
> far as I remember apps which were using PNGs, MP3 sound etc were
> running absolutely fine on that box. And I DON'T CALL IT LOWEND (some
> of you probably call P2-P3 "lowend").
My Cyrix 233 MX certainly couldn't run a fullscreen scrolling 2D game
using 32 bit colour at a high frame rate (40+ FPS) with an MP3 playing
in the background.
> My opinion about using obsolete formats is:
> Those, who still try to use BMPs and force users to use them instead
> of PNGs in GAMING !ENGINES! are slowing down industry progress.
PNG is a complex format and is overkill for many things. Not to mention
that using PNG in SDL generally means adding in sdl_image, which
requires libpng, which requires zlib... 3 extra libraries. I'm not in
favour of premature optimisation, but PNG offers me almost nothing over
TGA (which is easier to code support for) or BMP (which has support
> 8 bit colors in 2003... OMG.
Do you mock those who use the command prompt too?
> SDL isn't ported to systems which are limited to 256 colors.
> There is no SDL on GBA, SNES (LOL), GP32.
Firstly, I believe SDL is available on Windows CE, which commonly runs
on devices limited to 256 or even 16 colours. Secondly, you're missing
the point: you get almost four times the speed using 8 bit graphics
compared to 32 bit. I have tested this with SDL, and I know this from
experience. It may not be true on your system, but in general, it is the
More information about the SDL