[SDL] SDL 1.3 status ?

Forest Hale havoc at ghdigital.com
Wed Jul 27 22:58:52 PDT 2011

On the topic of Dungeons of Dredmor, I should mention that the Steam Community Overlay does not work with it, because it uses GDI :)

For my own bit in this debate, I strongly advocate the following feature configurations as critical:
1. accelerated 2D and 3D using OpenGL/OpenGL ES (Windows, Linux, OSX, Android, iphoneos, MeeGo-based devices, OpenPandora, etc)
2. accelerated 2D and 3D using Direct3D9/10/11 (Windows - yes it's windows specific, but in many cases the drivers are better, and an easy way to initialize a D3D context is still welcome)
3. unaccelerated 2D (all)

If one is writing a 2D game, one expects it to run everywhere, even if poorly, but preferably fast.

If one is writing a 3D game, one knows it won't run everywhere, but if it does run it should run well.

On 07/27/2011 09:14 PM, William Dyce wrote:
> Amen to that :P
> On 28 July 2011 14:16, Ryan C. Gordon <icculus at icculus.org <mailto:icculus at icculus.org>> wrote:
>         It makes no sense to let a tiny fraction of a percent hold SDL 1.3/2.0
>         back from implementing
>         modern rendering features.
>     Not to be disagreeable, but my primary reason for working on SDL has _always_ been the Linux compatibility. Because Linux games are how I keep the electricity on at my house.
>     I don't think the software rendering code is holding anyone back. Also, the #1 game on Steam last week was Dungeons of Dredmor, which not only uses software rendering, it uses SDL's GDI target on
>     Windows.  :)
>     --ryan.
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Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
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