Hey everyone! I’ve been working on some games and a simple 2D engine which powers them, aptly named Simple 2D, which acts as a very thin layer on top of SDL and OpenGL to make game prototyping a bit easier and faster, and also to enable higher-level scripting with Ruby 2D. My ultimate goal is to get this library working (i.e. these test programs running) on all platforms SDL supports. So far, I’ve been successful building apps from the command line on macOS, Windows, Linux, and Raspberry Pi. Now, I’m venturing into iOS (and Android after that).
I’ve noticed the SDL iOS experience is somewhat inconsistent and in need of a bit more documentation, which I hope to help improve. Namely, the SDL2 source comes with an awesome iosbuild.sh
script, which automates the building of the library archive for all architectures, but SDL2_image, SDL2_mixer, and SDL2_ttf do not have such a script. As for the Xcode-iOS sample projects in the sources, only SDL2_ttf has its dependency, freetype
, added to the project for building. (I realize that the dependencies for SDL2_image and SDL2_mixer are actually optional, which is why they probably aren’t in the Xcode projects.)
If I could propose a user story, it would be:
As a game and engine developer, I want a single, command-line script to build the entire SDL2 library, including SDL2_image, SDL2_mixer, SDL2_ttf, and their respective dependencies for all architectures so that I can quickly build the libraries I need to link to my iOS and tvOS application.
I’m happy to build and document whatever is needed to fill in the gaps and accomplish this, but wanted to check with the community here first to see if there have already been efforts to do this, and if folks think this is generally a good idea to begin with. Would love any feedback and public iOS examples people have.
Thanks so much,
Tom