Long shot, but has anyone in my network ever done anything with the Nim programming language and SDL3? Any thoughts or impressions?
Long shot, but has anyone in my network ever done anything with the Nim programming language and SDL3? Any thoughts or impressions?
Crazy news: Ratatui made it into a car dashboard
**suzui-rs** — Suzuki Serial Data Line (SDL) viewer in Rust
Displays live car data, powered by Pi and shown on stereo over RCA.
Made for Suzuki Baleno (G13BB)
Written in Rust & built with @ratatui_rs
So... I decided to rebase the project codebase.
The results of my work you can see here https://gitlab.com/xolatgames/birdy-wants-crisps
So as you can see - the work on the project is in full swing
But while I "rebase" the source code of the project - it can't will be running!
Built a simple 2D solar system simulator in C++ with SDL3 — still very much a WIP, but happy with how it’s coming along!
https://github.com/Anurag-Bhatt/SolarSystemSim
Discussions: https://discu.eu/q/https://github.com/Anurag-Bhatt/SolarSystemSim
I got a #gamedev #sdl question. Specifically for #SDL_gfx.
Does anybody know of a proper sample for the MMX image filters functions?
I know the tests exists, but these seem to only to affect small custom-made arrays.
But, I think that you should be definitely be applying these to surface pixel data, right?
I've been trying to make a sample in vala but keeps crashing. I plan to make it work in C to truly understand it. But wanted to ask if anybody knows about a sample before doing that.
Despite my body aching and being sleepy all over, I managed to work out a small #sdl3 #Vala bindings update.
I have now implemented the SDL3_gfx library! This is a special small library that implements:
* Some special primitive drawing routines, like circles, pies, beziers, etc.
* A simple framerate manager.
* Some algorithm filters (I still need to understand how these work to make proper samples).
But in any case there are samples for framerate and primitives. Enjoy!
Actualización: DOSBox AGA y RTG
DOSBox, el renombrado emulador de MS-DOS, se actualiza en su port para Amiga gracias al trabajo del desarrollador NovaCoder. Dos nuevas versiones, optimizadas para AGA y RTG, permiten a los usuarios disfrutar de la vasta librería de juegos y aplicaciones de PC directamente en sus sistemas.
La versión DOSBox AGA v0.74.013 está diseñada para Amigas equipadas con el chipset AGA y un procesador 68060 rápido. Requiere AHI (versión 4.18 recomendada) y ROMS 3.1. Ofrece un port SDL nativo para AGA, soporte MIDI y sonido AHI, así como modos de pantalla completa y ventana.
Por otro lado, DOSBox RTG v0.74.023 se dirige a Amigas con tarjetas gráficas RTG y un procesador 68040 (se recomienda un 68060). Al igual que la versión AGA, necesita AHI 4.18 y ROMS 3.1. Sus características incluyen un port SDL optimizado para RTG, soporte MIDI, sonido AHI y las opciones de visualización a pantalla completa o en ventana.
https://www.youtube.com/watch?v=Zh-Fdhf8FlE
#68040 #68060 #actualización #aga #ahi #amiga #chipsetAga #commodore #Compatibilidad #comunidadAmiga #demosDePC #dosbox #emulación #emulador #gamingRetro #hardwareAmiga #juegosAntiguos #juegosDePC #MIDI #modoVentana #MSDOS #novacoder #pantallaCompleta #port #preservaciónDigital #retro #retrocomputing #ROMS #rtg #sdl #sistemaOperativo #software #softwareClásico #sonido #tarjetaGráficaRTG #Videojuegos
So I just moved the #SDL3 #vala vapis to @Codeberg migrating from Github was actually pretty easy!
https://codeberg.org/edwood-grant/sdl3-vapi
I also added a new GPU rotating colored cube example. So this makes the whole thing a bit more complete .
I will probably just make the github repo either a mirror or just leave a message on top pointing the the actual repo in codeberg.
I mean it makes sense to have this project outside of big tech. I feel that, at least for me, is important.
Ambiance festive au stand PVH après que Place d'âmes de @saraschneider a gagné le prix SFFF Suisse 2024.
GitHub - OpenRA/OpenRA: Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X. https://github.com/OpenRA/OpenRA #command-and-conquer #OpenSource #windows #GitHub #opengl #linux #macOS #game #sdl #C#
I'm getting clobbered trying to implement the #sdl3 #vala bindings GPU samples. I'm adapting/stealing them from TheSpyDog's SDL GPU samples github.
Not a graphics programmer and relatively new to vala, so its been interesting.
Was getting a crash and I forgot that I can debug the executables with GDB on terminal, which is nice.
Ran GDB, one look at the stack and the line of code and the solution was obvious lol. This happens because I'm a caveman and I rarely use a debugger.
A bunch of more news! From the #sdl3 #vala bindings workshop!
SDL_ttf has been implemented!
I even added a simple example that shows fallback emoji fonts!
This needs more examples though to really show how to use SDL_ttf on Vala with better feature like test engines, GPU and more.
Check it out here: https://github.com/edwood-grant/sdl3-vapi
Folks! Finally! I have published the #sdl3 #vala bindings! I'm a bit scared, I have never released bindings to the public. https://github.com/edwood-grant/sdl3-vapi
There are samples, some tests have been made, and some paltry docs can be generated.
Is this perfect? Not at all, is likely having tons of problems somewhere within many calls I haven't tested at all.
But it's usable, at least for the basic SDL3 samples. Any contributions, issues, PR, whatever your mind can think of are very welcome.
The writing of the whole #sdl3 Vapi for #vala is done!
Now, is it working? Well I started to port the SDL3 examples browser to find out.
There were some snags about truly learning about CCode attributes (oh, so that's why SimpleType and Compact exist! Or my favorite: I forgot to put has_type_id=false everywhere!)
But the goods news is that the render examples are all complete! I need to check more stuff and finish the current samples but it's very close to release!
Got news! The #sdl3 #vala VAPI is going well!
Only two files left to translate: SDL_audio.h and SDL_gpu.h admittedly the newer stuff. I feel this is getting close to finally release it somewhere.
Is it perfect? No way, it's highly likely borked in places. But it's a start to begin fixing things and receive help from more capable people .
Not sure where to put this... I know Gnome has a GitLab… or maybe just on GitHub? Not sure about it.
Anyway, feeling good about this one.
#PyScript now has experimental support for #PygameCE !
Has anyone seen it in the wild?
https://docs.pyscript.net/2025.2.3/user-guide/pygame-ce/
via @pythonbytes
In my work creating the #SDL3 bindings for #vala, I noticed for example stdinc.h. It's huge! And some of it makes little sense to adapt to #vala.
I understand the goal, and it's to provide a full translation of the standard c library so you can compile SDL even in places where there is no std. Thus to bring truly full portability.
But it makes little sense in vala. It already has glibc behind. But then what would be a really necessary addition? It can be complex to do it right. 1/2
#sdl #gamedev
Chugging along with my #sdl #sdl3 bindings for #vala.
Right now my approach is like SDL3-CS, plain static methods with no frills to just have the SDL3 API plainly available (for things like defines that act like methods, will need custom implementation).
Then I'd like to "Vala-ify" the API, to make an interface that works with the Vala way. And then docs.
I wonder if its sensible to have two layers/namespaces on the Vapi. One a direct translation and then a second wrapper around the former.
I had a simple software audio waveform renderer for a side project of mine. It had rather obvious jagged edges, so I decided it's time to port it over to #OpenGL to take advantage of MSAA. After a lot of not particularly fun experiences with outdated #SDL tutorials, I've switched over to #gtk4, as I will also need other GUI elements for the project.
Today I finished the port, only to realize that GlArea widget in #GTK does in fact not support MSAA.