- sdl2 - SDL hello-world program on ArkOS runs without error, but shows . . .
I recently bought a R36S retro handheld linux based game console The system runs ArkOS which is a Ubuntu based OS On boot, the system launches the program EmulatorStation, but it is possible to e
- In SDL, what is the difference between using a Surfaces and a Renderer . . .
This is fairly well documented in the SDL1 to SDL2 Migration Guide Essentially, SDL_Surface is a tool for CPU side blit rendering, where as SDL_Renderer takes advantage of hardware acceleration, and performs the rendering on the GPU
- rendering - Fastest way to render image data from buffer - Game . . .
Currently I am doing my rendering by using a 3D array window_width x window_height x rgb as a buffer, then looping through the buffer and plotting pixels on screen using SDL2 (SDL_RenderDrawPoint) I know this is horrible and stupidly slow but I am not well experienced in graphics techniques What is the better way to do this?
- sdl2 - Delta Time FPS with SDL 2 in C++ - Game Development Stack Exchange
I have tried achieving a good delta time and fps counter over the last few days, read and watched a lot about it, but still can't seem to get it to work Here is an example: #include lt;iostream g
- sdl2 - What do I provide to SDL_LockTexture **pixels? - Game . . .
You'll need to complete a few actions and gain 15 reputation points before being able to upvote Upvoting indicates when questions and answers are useful What's reputation and how do I get it? Instead, you can save this post to reference later
- Scene management system for simple terraria-like game
I am building the engine for a terraria-like 2D sandbox game using SDL2 Currently, I am working on a scene management system I was wondering if just having a single local variable in main called
- How can I implement a main menu? - Game Development Stack Exchange
As congusbongus notes in his answer, many games benefit from dividing content into "scenes" A scene might represent a particular level, a room, a minigame, or lots of other possibilities, depending on the game In such a system, menus can be implemented as scenes as well, and this works well for simple games with only a few menus Personally, I like to think of menus as overlays Most games
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