Results of backporting to windows

This question is pretty much for the loki team.
When you guys port a windows game to sdl+opengl, i’m sure
you’ve once in awhile tried compiling that source back on
windows (come on, you must have tried it!)

anyways, i was wondering what kind of performance difference
you’ve seen when running the game “native” as opposed to running
it under sdl. i would guess it would be running a little slower
(nothing beats native) but still very comparable.

it would be great to see some ‘real world’ statistics. if you
can’t specifically mention any game titles, perhaps you can tell
which “game genre” the stats your provide are from.

thanks!

This question is pretty much for the loki team.
When you guys port a windows game to sdl+opengl, i’m sure
you’ve once in awhile tried compiling that source back on
windows (come on, you must have tried it!)

We haven’t tried here at Loki, usually the code contains lots of
Linux-specifics, such as filesystem and resource code.

In general, for OpenGL games, you will see no difference in speed in
games using SDL and the native APIs, other than differences in GL
driver implementations.

For other games, it depends greatly on the type of game and the way
it is designed.

Anybody else?

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

Pete Shinners wrote:

This question is pretty much for the loki team.
When you guys port a windows game to sdl+opengl, i’m sure
you’ve once in awhile tried compiling that source back on
windows (come on, you must have tried it!)

anyways, i was wondering what kind of performance difference
you’ve seen when running the game “native” as opposed to running
it under sdl. i would guess it would be running a little slower
(nothing beats native) but still very comparable.

it would be great to see some ‘real world’ statistics. if you
can’t specifically mention any game titles, perhaps you can tell
which “game genre” the stats your provide are from.

We’ve recompiled a win32 version of Creatures 3 using the SDL
graphics code developed for the Linux version without major
problems. There doesn’t seem to be any significant speed
difference between that and the original DirectDraw version.

That said, C3 probably doesn’t match the typical game
profile, in that it spends a disproportionate amount of its time
managing the world simulation (including some costly neural network
and biochemistry simulation stuff).

Ben.–
Ben Campbell
Programmer, Creature Labs
ben.campbell at creaturelabs.com
http://www.creaturelabs.com

Hi,

We’ve recompiled a win32 version of Creatures 3 using the SDL
graphics code developed for the Linux version without major
problems. There doesn’t seem to be any significant speed
difference between that and the original DirectDraw version.

Any chance to see C3 for Linux ? :))

i am currently working on “backporting” aleph one, the open source
marathon game from the sdl on linux to the sdl on mac, sofar it seems
just the same and we have sucsesfuly implimented almost everything using
ansi and sdl stuff, like abstracting all the mac resource handeling to
use sdl_rwops. but we don’t have to deal with networking so it makes it
a lot easier.

ed despard

Pete Shinners wrote:> This question is pretty much for the loki team.

When you guys port a windows game to sdl+opengl, i’m sure
you’ve once in awhile tried compiling that source back on
windows (come on, you must have tried it!)

anyways, i was wondering what kind of performance difference
you’ve seen when running the game “native” as opposed to running
it under sdl. i would guess it would be running a little slower
(nothing beats native) but still very comparable.

it would be great to see some ‘real world’ statistics. if you
can’t specifically mention any game titles, perhaps you can tell
which “game genre” the stats your provide are from.

thanks!