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#sdl2

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🌕 MacOS 9 的 SDL2 “粗稿”
➤ 在經典 MacOS 上重現 SDL2 的可能
macintoshgarden.org/apps/sdl2-
這篇文章描述了在 MacOS 9 上移植 SDL2 庫的進展。目前版本是“粗稿”,使用 CodeWarrior Pro 6 和 7 進行編譯。雖然基本功能已經實現,例如事件處理(僅限 Command-Q),但音訊功能尚未加入。開發者分享了編譯過程中的挑戰,以及克服這些挑戰的解決方案,例如修改 CodeWarrior 的專案檔案和處理標頭檔缺失的問題。目前正努力開發 Classic MacOS 視訊驅動程式,並鼓勵社羣參與協助測試和開發,包括音訊和搖桿支援,甚至移植更現代的 SDL 版本。
+ 哇,能在這麼古老的系統上運行 SDL2 真是太酷了!這對復古遊戲開發來說是個好消息。
+ 雖然還不完美,但這已經是個了不起的開始。我希望更多的人能加入這個專案,幫助完善它。
#復古遊戲開發 #Mac OS 9 #SDL2 #開發工具

FLOWBLADE 2.20 released. This powerful video editor now uses SDL2 video playback for Flatpak on all systems with MLT 7.30 or higher. But video playback for native Wayland without XWayland or for GTK4 does not currently seem possible with SDL.

After a lot of math calculations in my mind and melting my brain :allthethings: :allthethings:, I decided to ask here! I want to render text in #sdl without logical size and the other textures with logical size.

Can anyone tell me how can I convert sizes in logical size to without logical size? (I mean, I want to render text in position 100,100 when logical size set. What position should I use when I unset logical size! :blobcatsadlife:
#sdl2

So … A new #Luanti :luanti: release dropped. 😃

The #Arch :arch: package will likely be out of date for the usual few weeks now, my more modern personal package is already tested and updated (but isn’t allowed in the AUR, so get it here) and runs absolutely fine with #SDL2 enabled under #Wayland :wayland: in #labwc :labwc:

My “rather old” setup still doesn’t handle it anymore with all of the cool new shader features enabled, but due to some work on performance improvements I now get around 40 FPS where I got 20-30 FPS in version 5.10.0. But I guess I have to accept that Luanti won’t run good on my machine anymore with 60 FPS without sacrificing the looks.

Overall I am happy with it (and I should totally play more Luanti games)! Thanks to all and everyone working on that awesome project!

I did more #SDL3 stuff in @fedora this week!

- Rawhide/F42 now has sdl2-compat 2.30.50 replacing #SDL2.

- Reported a couple more issues and got fixes done.

- Updated SDL3 to v3.2.0 for F40+
- F41: bodhi.fedoraproject.org/update
- F40: bodhi.fedoraproject.org/update

If you want to develop an SDL3 application for Linux or Windows, Fedora is the place to do it!

If you like my work, consider sponsoring me: github.com/sponsors/Conan-Kudo

bodhi.fedoraproject.orgFEDORA-2025-8c064ffe4f — enhancement update for mingw-SDL3 and SDL3 — Fedora Updates Systemmanagement of Fedora Project updates

This week, I've done a bunch of #SDL3 stuff in @fedora.

- My change for Fedora Linux 42 to replace #SDL2 with sdl2-compat is done. SDL3 powers all #SDL applications in F42!
- fedoraproject.org/wiki/Changes

- Reported and got fixed an issue in sdl2-compat that caused mupen64plus to fail to build, backported that fix to Rawhide

- Updated SDL3 to v3.1.10 for F40+
- F41: bodhi.fedoraproject.org/update
- F40: bodhi.fedoraproject.org/update

If you like my work, consider sponsoring me: github.com/sponsors/Conan-Kudo

fedoraproject.orgChanges/SDL2onSDL3 - Fedora Project Wiki

Sorry to all early adopters for the confusion with my very strict and hard cut #Luanti :luanti: package for #Arch :arch: in the #AUR (see here for the pkgbase).

But I think it’s all settled now and the naming convention is matched and the compiling options are okay and the #PKGBUILD is free from errors (famous last words 🙃)

So if you’re an Arch Linux user and want a “clean” and most recent release version Luanti package, maybe try mine. It tries the best to get rid of the old name and exclusively use “Luanti”.

As a “normal end-user” not hosting a server and not caring too much about having development documentation available offline, you just need two of the four split packages (luanti-modern-client and luanti-modern-common) to run a Luanti client.

The shared directories, etc. are all adapted, the only thing that currently seems not to be changeable are the user-specific directories/files like ~/.minetest or ~/.minetest/minetest.conf (I wasn’t able to find a compiling option changing this.)

By default, #SDL2 is enabled, so the client runs natively on #Wayland :wayland: setups. Just check the PKGBUILD before creating the packages, there is an option for that to change this.

aur.archlinux.orgAUR (en) - luanti-modern

The #github repository of my #sega #mastersystem and #gamegear #emulator called "Masterlator" is now public 🙂 I've rewritten the code in proper C++, use #cmake as the build system, utilize #sdl2 and added a new #debugger with #wladx compatible *.sym file support, memory viewer and tile/sprite viewer. It's rather basic now but will hopefully be a good tool for #homebrew game #development in the future.

github.com/chn-dev/Masterlator

chn-dev.net/Projects/Masterlat