Is there a list of features to be implemented published somewhere? It
would be good to know what the bounds of SDL should be-we don’t want this
to get bloat, nor to be so feature poor as to be useless…
Has the clone issue been resolved? Do we have to make yet another
non-portable asm block which reimplements a std syscall:
#include <linux/sched.h>
#include <linux/unistd.h>
pid_t clone(void *sp, unsigned long flags)
The Man page also says:
This call is Linux-specific and should not be used in
programs intended to be portable.
however, the level at which the clone stuff is done is purely linux
specific anyway, so I’m not sure this is an issue?
(I can’t remember what the argument for this was, was it due to the lack
of glib6 installations out there?-perhaps that would be incentive to
upgrade
Is there a manifesto-y thing describing the aims of SDL?
Are MacOS and DOS considered yet for the porting-I know of an old friend
who is a MacOS games programmer, and is considering porting to linux-if we
could say “write your game on MacOS using libSDL and it will basically be
portable to every other platform you can think of” he would start work
today.
Perhaps some kind of endian-ness file loader would be of use (anyone)?
Just some thoughts to help kick this list off…
njh
p.s. Sam, is there any timings on SDL’s buffering(vs SVGA e.g.)?