1

Topic: SDL?

Is there actually a good reason why SDL wasn't used?
( http://www.libsdl.org/ )

2

Re: SDL?

A couple...
* It's big, we only need OpenGL initialization and input.
* It's LGPL which require us to build DLL:s etc for different platforms.

We are also much more comfortable working with BSD licensed code, since we can actually understand the license smile
Any specific reason for your question?

Languages shapes the way we think, or don't.

3 (edited by Ergo Proxy 2008-09-20 16:28:34)

Re: SDL?

If you want something done, do it yourself.
http://rexio.org/~rush/teeworlds-0.5.0- … port.patch - THE PATCH
http://rexio.org/~rush/teeworlds-0.4.3_ … x86.tar.gz - backported and built.
http://rexio.org/~rush/teeworlds-0.4.3_sdl-src.tar.gz - backported source.
What's missing? Mode detection.
Possible issues? You might have to change the screen resolution in your settings file since glfw didn't abide by the setting in the fullscreen mode. The text input may be sometimes broken as well ...
Extras? Ctrl+G for mouse grabbing toggle and Alt+Enter for in-game full screen toggling. That's what I've been missing. tongue
Other issues? Please report.

The proxy of death / noWai!

4

Re: SDL?

void mentioned the reasons. I've thought of doing it an option when you compile, but keep the glfw for slimmer builds and easier builds on windows.

5 (edited by catpaw 2008-09-27 09:08:53)

Re: SDL?

void wrote:

A couple...
* It's LGPL which require us to build DLL:s etc for different platforms.

Afaik this is only true when your main application has not a GPL complaint license. If it is open also, you can compile and deliver it staticly just like any BSDed library.

Ergo nice work, will have to try it out. Maybe I can then run it under linux without crashing everytime when switching focus, or just out of the heaven like sometimes with this input mismatch error.